Connecting dots for digital learning and teaching

Global Game-based Learning Market to Reach $2.3 Billion by 2017 (#GBL)

“Worldwide revenues for Game-based Learning reached $1.5 billion in 2012, according to new research by Ambient Insight called “The 2012-2017 Worldwide Game-based Learning and Simulation-based Markets.” The five-year compound annual growth rate for edugame products is 8.3% and revenues will reach $2.3 billion by 2017.” — Ambient Insight

In the press release, Ambient Insight pointed out :

Ambient Insight’s new research reveals that mobile technology is the key driver energizing the global edugame market. The top buying countries for mobile edugames in 2012 were the US, Japan, South Korea, China, and India, respectively. By 2017, the top buying countries will be China, the US, India, Indonesia, and Brazil.

Early childhood learning apps are the top selling Mobile Learning apps in most countries in the world and almost all learning apps designed for young children include gameplay.

“One major catalyst accelerating the market is the growing number of direct billing agreements between the telecoms and the app stores,” adds Adkins. “Samsung, Nokia, Microsoft, BlackBerry, and Google have direct billing agreements with carriers allowing customers to buy apps and get charged on their phone bill. This has caused a spike in Mobile Learning revenues in countries where credit card usage is uncommon.”

Read more information here : Global Game-based Learning Market to Reach $2.3 Billion by 2017



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“Tell me and I will forget, show me and I may remember, involve me and I will understand.” -------- Chinese Wisdom "Games are the most elevated form of investigation." -------- Albert Einstein
"I'm calling for investments in educational technology that will help create digital tutors that are as effective as personal tutors, educational software as compelling as the best video game," President Barack Obama said while touring a tech-focused Boston school (year 2011).
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