Mobile Educational Gaming To Triple by 2012
The market for mobile educational gaming will more than triple by 2012, according to a new forecast released late last week by research firm Ambient Insight. Demand for mobile educational gaming will expand at a compound annual growth rate of 26.5 percent over the next five years, with annual revenues expected to hit $185 million by 2012, up from the current $57 million.
Educational gaming, currently dominated by preK-12 schools and institutions of higher education, but gaining ground in the corporate world as well, presently makes up about 5.8 percent of the mobile gaming market in the United States, according to Ambient Insight. This percentage will shrink over the next five years, owing to an expected "explosive growth" in mobile gaming in general, but the actual demand will continue to expand. (By 2012, corporate expenditures on mobile educational games are expected to exceed academic expenditures.)
Ambient Insight identified the five primary educational gaming areas that are expected to fuel the growth of this segment.
- Knowledge-based, with a five-year compound annual growth rate of about 22 percent;
- Skill-based (approximately 34 percent five-year CAGR);
- Brain trainers and cognitive remediation (approximately 15 percent five-year CAGR);
- Role-playing and simulation (approximately 67 percent five-year CAGR); and
- Language learning (approximately 42 percent five-year CAGR).
For purposes of this study, mobile gaming platforms included dedicated gaming systems like Nintendo DS and Sony PSP; mobile phones; PDAs; and portable media players.
The complete report is available now for $4,125 for a single-user license. Further information can be found at the link below, including additional key findings from the report's executive summary.
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About the author: David Nagel is the executive editor for 1105 Media's online education technology publications, including THE Journal and Campus Technology. He can be reached at firstname.lastname@example.org
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