SEATTLE, Jan. 14, 2014 /PRNewswire-iReach/ — The revenues for Mobile Edugames in North America reached $227.9 million in 2013, according to a new report by Ambient Insight called the “2013-2018 North America Mobile Edugame Market.” The five-year compound annual growth rate (CAGR) is 12.5% and revenues will spike to $410.27 million by 2018.
“Consumers are by far the major buyers of mobile edugame digital content in Canada and the US and they will continue to dominate throughout the forecast period,” reports Tyson Greer, CEO of Ambient Insight and author of the report. “The majority of consumer edugame purchases fall into the two ends of the age spectrum: math and language learning for young children and brain trainers and brain fitness apps for elders.”
There are four analysis sections in this report: trends, demand-side, supply-side, and investments patterns/business models. The demand-side analysis provides suppliers with insights into the buying behaviors and market catalysts. The supply-side analysis breaks out forecast revenues by six types of mobile edugames: knowledge based, skill-based, knowledge based, brain trainers, language learning, location-based learning, and augmented reality.
The free Abstract is available at: http://www.ambientinsight.com/Reports/MobileLearning.aspx
“A significant challenge for edugame suppliers serving the consumer segment is determining the mobile platform they will target,” comments Chief Research Office Sam S. Adkins. “Some segments are easier to target, since they often standardize on specific platforms. The consumer segment is more difficult since it uses all the mobile platforms including dedicated gaming devices, rarely in use in the other segments.”
The number of new edugames coming on the North America market is exploding. New products are coming from veteran game developers, brands, ad agencies, one-person startup shops, and hobbyists. Targeting specific buyers with particular edugame types is key to generating revenues in North America.
“Typically, the buyer segments that contribute the most to revenues for edugame packaged content are consumers, PreK-12, and higher education,” adds Greer. “Revenues for content services are concentrated in the government, corporate, healthcare, and nonprofit segments. This report identifies trends that affect buying behaviors.”
Media Contact: Sam Adkins, Ambient Insight, 360-805-4298, [email protected]
SOURCE Ambient Insight