Education Reports

Game Based Learning in the US to 2019 – Market Size Report

 

Number of Pages: 27

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The report ‘Game Based Learning in the US to 2019 — Market Size Report’ is a snapshot of game based learning space in the US. The report discusses the current and forecasted market size for game based learning. It also provides information on market size and business model for game based learning in Education (B2B and B2C) and corporate sectors.

It further discusses the key activities in game–based learning space in the US.


Executive Summary

Game–based learning in the US is estimated to reach US$XX million at the end of 2015. Out of the total market size, game based learning in corporate sector constitutes XX% of the total market — valuing at US$XX million.

Game–based learning for education sector is estimated to be worth US$XX million. Of this, B2B education space constitutes XX% share of the total market, at US$XX million, and B2C education space accounts for the remaining XX% of the market at US$XX million.

In the corporate space, retail, wholesale, services and government (including defense), constitutes approximately XX% of the demand for learning games — used by organizations to train their workforce.

In the B2B education space — where the game manufacturers sell the games to schools and higher education institutions — school education constitutes XX% of the market, while higher education accounts for only XX%. Further, XX% of the B2B education market comprises of subscriptions and value–added or premium services, while XX% comprises of sales of server space.

Similarly in B2C education space — where the game manufacturers sell games directly to learners — XX% of the market is dominated by school education, while the remaining XX% consists of postsecondary higher education. Further, XX% of the market in B2C education space consists of games following Free or Freemium business model, and XX% of the market consists of games following Paid or Paidmium business model.

The market is expected to grow at a compound annual growth rate (CAGR) of XX%, and reach US$XX million by 2019. The growth will be supported by various factors, such as growth in population, internet penetration, reduction in cost of computing devices, and increasing propensity to consume.

In order to estimate the market size, we have segregated the total demand for game based learning under the following groups:

  • Demand from education sector
    • Demand from B2B customers
    • Demand from B2C customers
  • Demand from corporate sector

Potential market size for all the groups is the product of total number of potential users, who can buy / use a learning game, and the revenue per users, which gaming companies charge for the games.

For the education sector, only the school and higher education students — that have internet access — have been considered to be potential users of learning and educational games.

  • About the Report
  • Definition of Game–based Learning
    • Definition of Revenue Models used by Educational Games
  • Market Size of Game–based Learning in the US
    • Game–based Learning in Corporate Space
    • Game–based Learning in B2B Education Space
    • Game–based Learning in B2C Education Space
  • Forecasted Market Size of Game–based Learning in the US to 2019
  • Latest Activities in the US Game–based Learning Space

List of Figures

  • Figure 1: Market Size of game–based Learning in the US — Education (B2B and B2C) and Corporate Sector
  • Figure 2: Market Size of game–based Learning in the US — Revenue from Mobile Devices and Consoles
  • Figure 3: Market Size of Game–based Learning in Corporate Space — By Sectors
  • Figure 4: Market Size of B2B game–based Learning in the US — School and Higher Education
  • Figure 5: Market Size of B2B game–based Learning in the US — Subscription and Server Sales
  • Figure 6: Market Size of B2B game–based Learning in the US — Elementary and Secondary Education
  • Figure 7: Market Size of B2C Game–based Learning in the US — School and Higher Education
  • Figure 8: Market Size of B2C Game–based Learning in the US — Elementary and Secondary School Education
  • Figure 9: Market Size of B2C Game–based Learning in the US — Free and Freemium, and Paid and Paidmium games
  • Figure 10: Free and Freemium, and Paid and Paidmium games — School and Higher Education
  • Figure 11: Forecasted Market Size of Game–based Learning in the US
  • Figure 12: Forecasted Market Size and Growth Rate of Game–based Learning in the US — Education (B2B and B2C) and Corporate Sector
  • Accel Partners
  • Entellect Limited
  • K9 ventures
  • Kaplan
  • KneoWorld
  • LeapFrog Enterprises
  • Massachusetts Institute of Technology
  • Osmo
  • Speakaboos
  • Squla
  • Tangible Play
  • Upfront Ventures