Free Webinar: Revenues Booming for Serious Games

SEATTLE, May 19, 2020 /PRNewswire-PRWeb/ -- Sam S. Adkins will present key findings from the new Metaari report called "The Worldwide 2020-2025 Game-based Learning Market" in a webinar on Wednesday May 20th at 4pm PST/7pm EST. He will focus on the lucrative revenue opportunities across the planet.

The webinar is sponsored by the Serious Play Conference (SPC) who is the exclusive reseller of the report. Register for the "Worldwide 2020-2025 Game-Based Learning Market" webinar at:

https://seriousplayconf.com/sign-up-for-the-sam-adkins-webinar/

The global report has 608 pages, 106 five-year revenue forecast tables, and 16 charts. It identifies over 2,300 development firms operating across the planet. This is the most comprehensive competitive landscape map on the market and designed to help developers locate potential M&A targets and distribution partners in over 126 countries.

"I will present key findings from the report that includes detailed five-year revenue forecasts for the top 63 buying countries. The global market for serious games is growing at 27.1% and revenues will surge to $28.8 billion by 2025," comments Sam S. Adkins, Chief Researcher at Metaari. "This is a booming market and there are now significant revenue opportunities in every region of the world in both developed and developing economies. They are identified in this report."

The Serious Play Conference (SPC) is the exclusive reseller of the report. The SPC has a four-tiered pricing model depending on the type of organization buying the report. It can be purchased at:

https://seriousplayconf.com/downloads/2020-2025-global-game-based-learning-market-metaari-report/

"The US will be the top buying country throughout the forecast period," reports Adkins. "In the 2020 serious game market, the US accounted for 24% of all global revenues. By 2025, the US will account for 26% of worldwide revenues for learning games."

China briefly eclipsed the US as the top buying country in 2018 but is now in decline due to regulatory uncertainties (discussed in detail in this report). The growth rate is now negative-to-flat at -0.9% in China and revenues will fall to $909.4 million by 2025.

"Interestingly, the sharp uptick in Game-based Learning in the US is not being driven by consumers, but by the rapid uptake of business simulations, cybersecurity training games, and game-based pre-employment assessment games in the corporate segment," says Adkins.

In 2020, the top buying countries were the US, China, India, Japan, and South Korea, respectively. By 2025, the top buying countries will be the US, India, China, Indonesia, and Malaysia, respectively.

There are three sections in the global report: an analysis of the major catalysts driving the market, a demand side-analysis, and a supply-side analysis. The supply-side analysis provides revenue forecasts for three major product categories: packaged retail content (further broken out by eleven distinct learning game types), custom content development services, and authoring tools & platforms.

"In educational psychology, there are two phases of the learning process: knowledge transfer and learning transfer," adds Adkins. Knowledge transfer is the transmission of information and skills to the learner. Learning transfer is the ability of the learner to demonstrate mastery in a real world setting. Next-generation Game-based Learning products (particularly the new augmented on the market) effectively accomplish both phases simultaneously."

About Metaari
Metaari (formerly Ambient Insight) is an ethics-based quantitative market research firm that identifies revenue opportunities for advanced learning technology suppliers. We track the learning technology markets in 126 countries. We have the most complete view of the international learning technology market in the industry. Metaari focusses solely on advanced learning technology research on products that utilize psychometrics, neuroscience, location-based learning (location intelligence), game mechanics, robotics, cognitive computing, artificial intelligence, virtual reality, and augmented reality.

SOURCE Metaari