Key Findings from Ambient Insight’s “The 2016-2021 Global Game-based Learning Market” Report Serious Gaming Cluster Finland September 22, 2016 Sam S. Adkins, Chief Research Officer Ambient Insight, LLC www.ambientinsight.com Ambient Insight 2016 Agenda Introductions - Research Taxonomy Ambient Insight's Pedagogical Framework for Game-based Learning Products Simulation versus Game-based Learning Primary Catalysts Driving the Global Game-based Learning Market Global Game-based Learning Revenues and Buying Behavior A Cautionary Note on China Augmented Reality and Virtual Reality Alter the Competitive Landscape Spike in Venture Capital Flowing to Game-based Learning Companies All Roads Lead to Mobile Ambient Insight 2016 Partial List of Ambient Insight’s Global Clients Ambient Insight Identifies Revenue Opportunities for Suppliers Adobe Hasbro Amazon Houghton Mifflin Harcourt Apex Learning IBM Apple John Wiley & Sons Apollo Group K12, Inc. Berlitz (Benesse) McGraw-Hill Blackboard Macmillan BrainPOP Microsoft The British Council Oxford University Press Cambridge University Press Pearson Chungdahm Learning Rosetta Stone Sanoma Learning Cisco Disney Ambient Insight 2016 About Ambient Insight Ambient Insight is an ethics-based research firm that identifies revenue opportunities for learning technology suppliers. • We track the learning technology markets in 122 countries. • Ambient Insight publishes quantitative syndicated reports that break out revenues by customer segment (demand-side) and by product category (supply-side). Ambient Insight 2016 Ambient Insight’s Research Taxonomy Ambient Insight 2016 Ambient Insight’s Learning Technology Research Taxonomy Seven International Regions North America Latin America Western Europe Eastern Europe Africa Asia Pacific The Middle East Have Six Buyer Segments Consumer PreK-12 Higher Education Corporations - Businesses Federal Government State - Local Government That Buy Seven Types of Digital Learning Products Self-paced eLearning Courseware Digital Referenceware Collaborationbased Learning Simulationbased Learning Game-based Learning Cognitive Learning From Four Types of Suppliers Packaged Content Ambient Insight 2016 Custom Content Value Added Services Authoring Tools & Platforms Ambient Insight Tracks the Learning Technology Markets in 122 Countries Mobile Learning 2016-2021 Worldwide Five-year Growth Rates for Seven Learning Technology Product Types 25% 20% 15% 10% 5% 0% -5% -10% Ambient Insight 2016 Ambient Insight's Pedagogical Framework for Game-based Learning Products Virtual Reality Edugames Cognitive Edugames and Brain Trainers Knowledgebased Edugames Augmented Reality Edugames Skill-based Edugames Pedagogical Framework for Ten Types of Game-based Learning Products Language Learning Edugames Location-based Edugames Role-based Edugames Ambient Insight 2016 Assessment and Evaluation Edugames Early Childhood Learning Edugames The edugame framework provides suppliers with a precise method of identifying revenues and a concise instructional design specification for developing profitable edugames. Ambient Insight's Pedagogical Framework for Game-based Learning Products Game-based Learning Product Type Cognitive edugames and brain trainers Primary Knowledge Transfer Methods Bloom's Taxonomy Domain Psychometrics Affective Knowledge-based games Behaviorism, Mnemonics Skills-based games Language learning games Early childhood learning edugames Assessment and evaluation edugames Experiential role-playing edugames Location-based learning edugames Mobile augmented reality edugames Virtual reality edugames Cognitive Gagné's Category of Learning Cognitive Strategies, Attitudes Intellectual Skills, Verbal Information Constructivism Cognitive Cognitive Strategies Connectivism Cognitive Intellectual Skills, Motor Skills Social Cognition Learning Affective Verbal Information Psychometrics Affective Cognitive Strategies Experiential Learning Affective Cognitive Strategies, Attitudes Situated Learning Psychomotor Attitudes Connectivism Cognitive Intellectual Skills, Motor Skills Kinesthetic Learning, Experiential Learning, Observational Learning Psychomotor Intellectual Skills, Motor Skills The edugame framework provides suppliers with a precise method of identifying revenues and a concise instructional design specification for developing profitable edugames. Ambient Insight 2016 2016-2021 Global Market Forecasts for Game-based Learning and Simulation-based Learning Ambient Insight separates Game-based Learning revenues and Simulation-based Learning revenues There are distinct pedagogical differences between Game-based Learning and Simulation-based Learning Our definitions are based on the definitions developed by Alessi and Trollip Our edugame pedagogical framework is based on the taxonomies of Bloom and Gagné Global Revenues by Learning Product Type*** 2016 Revenues 2021 Revenues in US$ Millions in US$ Millions Five-Year CAGR 2016-2021 Simulation-based Learning $5,167.87 $11,310.43 17.0% Game-based Learning $2,661.96 $7,324.84 22.4% *** Does not include hardware, tools, or custom services Ambient Insight 2016 Catalysts The global five-year growth rate for Game-based Learning is a robust 22.4% and revenues will surge to $7.3 billion by 2021. Ambient Insight 2016 Primary Catalysts Driving the 2016-2021 Worldwide Game-based Learning Market Diminishing Resistance to Edugames in Corporate & Academic Segments Strong Demand for Language Learning Products Spike in Demand for Early Childhood Learning Apps Empirical Evidence on the Effectiveness of Edugames Booming Global Revenues for Game-based Learning Products High Demand for Mobile Cognitive Edugames & Brain Trainers Ambient Insight 2016 Product Substitution as Buyers Migrate Away from Legacy Products Primary Catalysts Driving the 2016-2021 Worldwide Game-based Learning Market • Diminishing Resistance to Edugames in the Corporate Segment – New psychometric-based recruiting and job candidate evaluation games gain rapid adoption in corporations Several new companies that specialize in this type of edugame have come on the market in just the last 2-3 years including pymetrics, Revelian, Knack, Scoutible, SHFuse, RoundPegg, Arctic Shores, and High Voltage Software. Source: Knack Ambient Insight 2016 Primary Catalysts Driving the 2016-2021 Worldwide Game-based Learning Market • Edugames concentrated in the early grades and gaining traction for STEM topics in the higher grades – adoption is about to accelerate with major players entering the market • Microsoft buys Mojang’s Minecraft for an astonishing $2.5 billion in late 2014. Schools and districts can purchase annual licenses to Microsoft’s Minecraft: Education Edition for between $1 and $5 per student. • In June 2016, Unity launched the Unity Educator Toolkit: a bundle of free training content and discounted platform licenses for post-secondary institutions and announced a grant program for PreK-12 schools. • GlassLab's edugames are being used in over 10,000 schools. In June 2016 they announced an educational version of wildly popular role-playing game Civilization called CivilizationEDU in the latter half of 2017. Ambient Insight 2016 Primary Catalysts Driving the 2016-2021 Worldwide Game-based Learning Market • Empirical Evidence on the Effectiveness of Edugames – • A steady flow of meta-analysis shows that Game-based Learning MORE effective knowledge transfer method than conventional methods Product Substitution as Buyers Migrate Away from Legacy Products – Self-paced eLearning in steep decline across the planet - We no longer sell our eLearning reports – suppliers won’t pay for bad news Source: Akili Interactive Labs High Demand for Mobile Cognitive Edugames & Brain Trainers Ambient Insight 2016 Source: Pearson’s Cogmed Next-generation cognitive edugames based on neuroscience hit the market Brain Trainers consistently rank in the top ten bestsellers in app stores Primary Catalysts Driving the 2016-2021 Worldwide Game-based Learning Market • Spike in Demand for Early Childhood Learning Edugames – Consistently rank in the top ten best-selling apps in app stores across the planet – All early childhood learning apps have some degree of gameplay and Age of Learning’s ABCmouse popular in over 100 countries – PBS KIDS, Disney, LEGO, Mattel, Sesame Street, Spin Master, Toca Boca, and Sago Mini, are major early childhood learning edugame developers. – Duck Duck Moose, PlayKids, DragonBox, Osmo, Thup Games, 22learn, and Dr. Panda are also well-known early childhood learning edugame developers. Source: Dr. Panda Source: Duck Duck Moose Ambient Insight 2016 Source: ABCmouse Primary Catalysts Driving the 2016-2021 Worldwide Game-based Learning Market • Strong Demand for Language Learning Edugames – The global growth rate for language learning edugame is a robust 23.2% and revenues will surge to $896.2 million by 2021, up from $315.7 million in 2016. – The growth rate in the US is higher at 31.1% for this type of edugame and revenues will nearly quadruple by 2021 in the US. Source: Dinolingo Source: Mingoville Ambient Insight 2016 Source: influent Mobile Location-based Learning: Proximity Triggers Knowledge Transfer Proximity Perimeter (Geofence) Locationbased Learning Triggers LBL Markers Physical Presence: Location in Space and Time LBL Anchors Locationbased Learning Objects Ambient Insight 2016 Major Catalyst: Indoor Positioning Systems Evolving Fast Mobile Location-based Learning: Proximity Triggers Knowledge Transfer • This Mobile Learning type emerged in 2009. Developers are designing learning experiences triggered at geotagged physical locations and in time. – Resources Game is a GPS-based economic simulation game, "in which you have to scan your surroundings in the real-world to find resources, then extract and use them to manufacture new products to sell." – The GPS Mission edugame sends users on "a scavenger hunt adventure to reach destinations and answer questions. Users can create their own missions for the site, involving locations of local buildings and historical sites." – LocoMatrix’s Time Team is an "archaeology game for schools and museums. Dig up a Roman villa from the comfort of your own playing field.” Ambient Insight 2016 Global Game-based Learning Revenues and Buying Behavior Consumers Dominate the Global Game-based Learning Market Ambient Insight 2016 Longitudinal Analysis: Global Five-Year Compound Annual Growth Rates (CAGRs) for Game-based Learning Products Five-year CAGRs for Last Eleven Forecast Periods 25% 20% 15% 10% 5% 0% Forecast Periods Ambient Insight 2016 2016-2021 Worldwide Game-based Learning Five-year Growth Rates by Region 60% 55% 50% 45% 40% 35% 30% 25% 20% 15% 10% 5% 0% North America Latin America Western Europe Eastern Europe Asia Pacific The Middle East Africa Eleven countries in Africa and ten countries in Asia Pacific are mobile-only countries. Mobile Learning and mobile edugames are the only viable learning technologies in those countries Ambient Insight 2016 A Major Inhibitor: A Cautionary Note on China • China issued new online content rules in June 2016 that dramatically impact mobile game developers – Driving out small development and indie companies – “Foreign company seeking to gain a foothold in the market must now do so in partnership with a Chinese company, and only with government approval.” – Mobile game developers must submit their game for approval on an active smartphone and mail it to the government!!!!!! – The approval process is fee-based (pay-to-win but more likely to lose) an it can takes months to find out if your game is approved – The government is systematically weeding out all games that include what they consider inappropriate (religion, national security, politics, obscenity, drug use, violence, or gambling, etc.) – But they are also weeding out games with English language content – even the presence of a single English word or acronym will result in the game being banned Ambient Insight 2016 Augmented Reality and Virtual Reality Edugames Alter the Competitive Landscape The Pokémon Go Phenomenon is a Good Omen for Augmented Edugames Ambient Insight 2016 Google’s Cardboard: Augmented Reality Goes to School • All of the major technology players are now heavily invested in augmented reality and virtual reality including Google, Apple, and Microsoft. • One of the best known augmented reality platform is PTC's Vuforia (formerly owned by QUALCOMM). – Of the 88 AR games in their catalog, 42 were edugames and they were all designed for young children. • Disney has an app called Disneynature Explore: – "Kids can select the animal they want to see with the Disneynature Explore app, and then carry out different activities for each. They can either choose to play with brown bears and catch salmons in their neighborhood or their own backyard or they can make animal noises for calling these virtual animals onto the screen." • Alive Studios sells a range of augmented storybooks for young children called Storybooks Alive. They sell the print-based books and provide the AR component for free in the commercial app stores. Ambient Insight 2016 Virtual Reality Edugames Hit the Market • In July 2015, a company called Touchstone Research released the results of a survey of 500 children on the topic of VR. – 79% of the kids were aware of VR – But the interesting thing is what they said they wanted to do with VR: • 64% wanted to visit another country, • 64% wanted to go someplace they could not go in reality (like space or another planet), • 62% wanted to go on an adventure, and • 58% wanted to travel back in time (not surprisingly, most of them wanted to go back to see dinosaurs in their natural surroundings.) Ambient Insight 2016 Virtual Reality Edugames Hit the Market • VR edugames are 100% immersive and experienced while wearing a smartphone-enabled headset or using a 3D viewer like Google's Cardboard or Samsung's Gear. – In January 2015, the game developer Nival launched a new division called NivalVR that focusses on mobile educational VR games. Their first game was inMind and their inCell app came out in September 2015. – Cerevrum’s first VR edugame is a brain trainer. "Cerevrum is rethinking learning itself and designing fun VR neurogaming experiences." – Google and Mattel announced a partnership in February 2015 to launch a smartphone-enabled product for the iconic View-Master that displays animated virtual learning experiences when the viewer is pointed at a physical "experience reel" (a physical disk-shaped trigger). The device shipped in October 2015. – The Discovery Channel has an app called Discovery VR. "Available options include watching Discovery Channel programs in a whole new way, along with other adventures like walking in space, roaming through Muir Forest, or swimming with sharks.” Ambient Insight 2016 Spike in Venture Capital Going to Game-based Learning Companies Ambient Insight 2016 2010-H1/2016 Global Private Investment in Game-based Learning Companies (in US$ Millions) Deal Totals in US$ Millions $350 $325 $300 $275 $250 $225 $200 $175 $150 $125 $100 $75 $50 $25 $0 2010 2011 2012 2013 2014 2015 $325.0 Million Went to Thirty-Seven Game-based Learning Companies in the First Half of 2016 Ambient Insight 2016 H1-2016 Investors are Now Clearly Interested in Game-based Learning • In 2011, $32.5 million went to Game-based Learning companies, more than double the $12.6 million in 2010. • Game-based Learning suppliers across the globe garnered $106.3 million in funding in 2014. An unprecedented $165.9 million was invested in 35 edugame suppliers in 2015. • A total of $325.0 million has been invested in 37 Gamebased Learning companies in just the first half of 2016. • Age of Learning garnered a breathtaking $150 million in investment in May 2016. This is the highest investment ever made to a Gamebased Learning company in the history of the learning technology industry. • Brazil-based PlayKids obtained $15 million in June 2015 and another $40 million in June 2016. • Kidaptive obtained $8.1 million funding in January 2016. • Matific obtained an impressive $45 million in funding in late July 2016. They have obtained $57 million in funding since 2015. • Akili Interactive Labs garnered $30.5 million in investment in January 2016 and another $11.9 million in July 2016. Ambient Insight 2016 All Roads Lead to Mobile Ambient Insight 2016 In the US, Mobile Edugames Outsell PC/Online/Console Edugames by a Wide Margin The global growth rate for non-mobile Game-based Learning products is 5.6% The growth rate for non-mobile edugames in the US is quite negative at -13.2% The global growth rate for mobile edugames is 26.0% and revenues will reach $6.5 billion by 2021 Global Edugame Revenues by Delivery Platform 2016 Revenues 2021 Revenues in US$ Millions in US$ Millions Five-Year CAGR 2016-2021 PC/Web/Console Edugames $612.25 $805.73 5.6% Mobile Edugames $2,049.71 $6,519.11 26.0% Total $2,661.96 $7,324.84 22.4% *** Does not include hardware Ambient Insight 2016 Questions For More Information Email: [email protected] Ambient Insight 2016
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