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Global game-based learning market: 16% CAGR between 2012-2016
Global Game-based Learning Market 2012-2016 - a new market research report on 2014-03-04 03:17:02
The Global Game-based Learning market is to grow at a CAGR of 15.6 percent over the period 2012-2016. One of the key factors contributing to this market growth is the growth in mobile-based educational games. The Global Game-based Learning market has also been witnessing the growth in gamification market. However, the limitations in commercial developments could pose a challenge to the growth of this market.

In 2012, social media constituted a share of more than 30 percent of the online display ad impressions. Every second, millions of people visit Facebook from all over the world. Witnessing the increase in the social media inventory, several game developers have either developed or are in the process of developing learning games for social media. These games are offered to people of varied age groups. Some of the social media games, including Farmville, Angry Birds, and Treasure Hunt, have achieved significant success rates in the past, encouraging other players to participate in the games. Those in the 18-22 age group are the most active players of social games. Game developers are looking to capitalize on this market trend.

One of the major drivers is the growth of mobile-based edugames. Greater ease in developing gaming applications for mobiles, tablets, and other devices through the use of advanced application development technology is helping organizations develop mobile-based edugames in less time.

Key vendors dominating this space include LearningWare Inc., Lumos Labs Inc., BreakAway Ltd., Other vendors mentioned in the report are: HealthTap, RallyOn, SCVNGR, Corporate internet Games, Games2Train, MAK Technologies, mbagames, Management Possible/ i2i Workforce LLC, Monte Cristo, Ninth House Networks/ Personnel Decisions International Corporation, SimuLearn, Transmedia Inc., Visual Purple LLC, and Will Interactive Inc.

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