Increase in Gamification Propelling Growth in the Global Game-Based Learning Market: Technavio Report

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London, 26 June 2015: Technavio, the independent tech-focused global research firm, has published a report on the global game-based learning market 2015-2019, which is expected to grow at a CAGR of 6.47% during the forecast period of 2014-2019.

Market growth can be attributed to the rise in internet penetration, growth in the sales of smartphones, and increasing popularity of the social media. Most gaming developers are now creating educational gaming apps for mobile devices and social media, which gradually increase the penetration of the game-based learning market. Growing preference for e-learning in developed economies coupled with increasing adoption of games by government educational organizations have also augmented the demand for educational games.

“Gamification is a significant trend that has emerged in recent years. It includes game mechanics and game design techniques in a non-gaming context. It is a powerful tool that engages individuals by helping them develop problem-solving and cooperation skills,” says Faisal Ghaus, Vice President of Technavio.

“Educational institutions are deploying mobile-gaming platforms and apps to engage students and motivate learning. There are various software developers that offer gaming solutions to schools and colleges.”

Key Market Drivers:

  • Increased Use of Mobile Educational Games.
  • Emergence of Social Media.
  • Growing Demand for E-learning.
  • Increase in Venture Capital Investments.

Key Market Trends:

  • Increase in Gamification.
  • Increased Use of Tablets.
  • Increase in Online Content Development.

Key Market Vendors:

  • BreakAway Games Ltd.
  • LearningWare Inc.
  • Lumos Labs Inc.
  • PlayGen.com

To define the market circumstances in the next 3-4 years, Technavio analysts have conducted in-depth analysis of the impact of market drivers, challenges and trends featuring data on product segmentations, vendor shares, growth rate by revenue and an evaluation of the different buying criteria in the order of importance.

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