2017-2022 global game-based learning market

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The 2017-2022 Global Game-based Learning Market Serious Game Revenues Spike to $8.1 Billion by 2022 Serious Play Conference July 18, 2017 Presented by Sam S. Adkins, CEO, Metaari [email protected]

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Page 1: 2017-2022 Global Game-based Learning Market

The 2017-2022 Global Game-based

Learning Market

Serious Game Revenues Spike to $8.1 Billion by 2022

Serious Play ConferenceJuly 18, 2017

Presented by Sam S. Adkins, CEO, Metaari

[email protected]

Page 2: 2017-2022 Global Game-based Learning Market

About the Analyst

• Sam S. Adkins is the Chief Researcher at Metaari. Sam has been providing

market research on the learning technology industry for over twenty years

and has been involved with electronic training for over thirty-five years.

• Sam was the co-founder and Chief Research Officer for Ambient Insight

between 2004 and 2016 before rebranding as Metaari in early 2017.

Serious Gaming Cluster in Helsinki, Finland

September 2016

Page 3: 2017-2022 Global Game-based Learning Market

About Metaari (formerly Ambient Insight)

Metaari is an ethics-based quantitative market research firm that identifies revenue

opportunities for advanced learning technology suppliers.

www.metaari.com

We track learning technology in 122 countries. We have the most complete view of

the international learning technology market in the industry.

Metaari focusses solely on advanced learning technology research on products that

utilize psychometrics, game mechanics, robotics, cognitive computing, artificial

intelligence, virtual reality, and augmented reality.

Page 4: 2017-2022 Global Game-based Learning Market

Agenda

Metaari’s Learning Technology Research Taxonomy

Investment Patterns

Global Findings by Seven Regions

Primary Catalysts and Product Trends

Pedagogical Forecast Framework for Serious Games

Q&A

Page 5: 2017-2022 Global Game-based Learning Market

Metaari’s Learning Technology

Research Taxonomy

Page 6: 2017-2022 Global Game-based Learning Market

We categorize serious games as a subset of the learning technology industry not as a subset of the video game industry.

The definition of Game-based Learning in our taxonomy is based on the research published by Alessi and Trollip in their seminal work entitled, "Computer Based Instruction: Methods and Development.”

Game-based Learning is defined as a knowledge transfer method that utilizes "game play" comprised of some form of competition (against oneself or others) and a reward/penalty system that essentially functions as an assessment method to quantify mastery.

All educational games are designed for behavior modification, pedagogical intervention, and/or cognitive remediation. The first two are well known but the third is relatively new.

Metaari’s Learning Technology Research Taxonomy

Page 7: 2017-2022 Global Game-based Learning Market

Have Six Buyer Segments

From Five Types of Suppliers

That Buy Eight Types of Digital Learning Products

Packaged

Content

Consumer PreK-12Corporations

- Businesses

Higher

EducationFederal

Government

State - Local

Government

Custom

ContentValue Added

Services

Authoring Tools

& Platforms

Seven International Regions

North

America

Latin

AmericaEastern

Europe

Western

EuropeAsia Pacific Africa

The Middle

East

Digital

Reference-

ware

Self-paced

eLearning

Courseware

Collaboration-

based

Learning

Simulation-

based

Learning

Cognitive

Learning

Mobile

Learning

Game-based

Learning

Robotic

Tutors

Legacy Learning Technology Products Next-generation Learning Technology Products

Robotic

Components

Metaari’s Learning Technology

Research Taxonomy

Page 8: 2017-2022 Global Game-based Learning Market

-10%

-5%

0%

5%

10%

15%

20%

25%

30%

2017-2022 Worldwide Five-year Growth Rates for Eight

Learning Technology Product Types

Legacy Products in Decline

Page 9: 2017-2022 Global Game-based Learning Market

Longitudinal Analysis: Global Five-Year Compound Annual

Growth Rates (CAGRs) for Game-based Learning Products

0%

5%

10%

15%

20%

25%Five-year CAGRs for Last Twelve Forecast Periods

Forecast Periods

Page 10: 2017-2022 Global Game-based Learning Market

Private Investment and M&A Patterns

Metaari views private investment activity as a leading

indicator. A leading indicator is “An economic indicator that

can be used to predict a change in the business cycle."

Page 11: 2017-2022 Global Game-based Learning Market

$0

$500

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1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016

1997 to 2016 Global Private Investments Made to Learning

Technology Companies (in US$ Millions)

Totals Across All Eight Learning Technology Product Types CombinedDeal Totals in

US$ Millions

$2 Billion Threshold

$3 Billion Threshold

$1 Billion Threshold

$4 Billion Threshold

$5 Billion Threshold

$6 Billion Threshold

$7 Billion Threshold

Page 12: 2017-2022 Global Game-based Learning Market

Age of Learning garnered an extraordinary $150 million in May 2016.

This is the highest amount ever obtained by a Game-based Learning

company (by a wide margin) in the history of the learning technology

industry. Their ABCmouse game generated over $100 million in 2015.

Israel-based Matific raised $45 million in in July 2016. They make

math games for children. They have raised $57 million since 2015.

Brazil-based PlayKids obtained $15 million in June 2015 and $40

million in June 2016. PlayKids consistently ranks high in app stores.

2010-2016 Global Private Investment in Game-based

Learning Companies (in US$ Millions)

Tangible Play’s Osmo displays augmented

learning content on the tablet as the child

manipulates physical objects. Osmo raised $24

million in December 2016. They have a range of

educational games for children including math,

reading, and coding. Osmo’s Mo the Monster

game was developed with Schell Games.

Tangible Play

Page 13: 2017-2022 Global Game-based Learning Market

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$800

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$1,200

$1,400

$1,600

$1,800

$2,000

$2,200

$2,400

$2,600

$2,800

2014 2015 2016Deal Value in

$US Millions

Leading Indicators: 2014-2016 Private Investments by Eight

Learning Product Types (in US$ Millions)

Next-generation Products Attracting a Wave of Investment

Page 14: 2017-2022 Global Game-based Learning Market

Despite the maturity of the market for brain trainers, investors continue to fund

new cognitive edugame, brain trainer, and mental training app developers.

ATENTIVmynd Games garnered $8 million in funding in April 2013 and $3

million in 2016.

London-based Brainbow raised $7 million in April 2015. Brainbow has obtained a

total of $10.5 million since launch in 2014.

Berlin-based Memorado raised $3.3 million in March 2015, on top of the $1.3

million they raised in 2014.

2010-2016 Global Private Investment in Game-based

Learning Companies (in US$ Millions)

Akili Interactive Labs raised $30.5 million in

investment in January 2016 and another $11.9 million

in July 2016. Their product is quite sophisticated.

Their edugame is being used in clinical trials for

attention deficit and Alzheimer's. "Akili Interactive

Labs is a medical device company that makes mobile

video games—and not the other way around."

Akili Interactive Labs

Page 15: 2017-2022 Global Game-based Learning Market

$0

$100

$200

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$400

$500

$600

$700

$800

$900

2010 2011 2012 2013 2014 2015 2016 H1/2017

2010-H1/2017 Global Private Investment in Game-based

Learning Companies (in US$ Millions)

Deal Totals in

US$ Millions

$797.3 Million Went to 121 Game-based Learning Companies in 2016.

$228.9 Million Went to 38 Game-based Learning Companies in First Half of 2017

Page 16: 2017-2022 Global Game-based Learning Market

There has been a spike in acquisitions in the last two years. The

main pattern is that companies with global reach are buying the best-

selling serious game developers - validating the market.

Houghton Mifflin Harcourt (HMH) acquired Curiosityville, a popular virtual world

for young children, in 2014 and relaunched it as Curious World in October 2015. At

the time of the acquisition, HMH stated in the press that they see early childhood

education as a “significant growth area for the company.” As of June 2017, they

were making over $4 million a month from the subscription-based product.

Mattel acquired early childhood learning game developer Fuhu in January 2016.

Fuhu sells the Nabi tablet for kids and sells branded Mattel tablets (Barbie, Hot

Wheels, etc.) and content in the Nabi store.

Canada-based Spin Master bought Sago Mini and Sweden’s Toca Boca in April

2016 –two of the most popular (best-selling) early childhood learning game

developers on the planet.

Global Game-based Learning Merger and Acquisition

(M&A) Patterns

Page 17: 2017-2022 Global Game-based Learning Market

In August 2016, the Khan Academy "acquired" Duck Duck Moose for one dollar. The

Khan Academy announced that the Duck Duck Moose games would be available for

free. Omidyar Network gave them $3 million to fund development for two years.

London-based Brainbow launched the Peak brain trainer in 2014 and was acquired by

France-based Hachette in December 2016. Peak is one of the best-selling mobile games

in the world.

Microsoft bought Sweden’s Mojang, the developer of the popular Minecraft game, in

2014. They bought the MinecraftEdu assets from Finland-based TeacherGaming in

January 2016. Microsoft launched Minecraft: Education Edition in late 2016 and had

over 75,000 paid users by March 2017.

NetDragon (a leading game developer in China) acquired US-based JumpStart

(MathBlaster) in early July 2017; JumpStart has 5 million active users and 90 million

registered users. NetDragon acquired UK-based Promethean in 2015.

Global Game-based Learning Merger and Acquisition

(M&A) Patterns

Page 18: 2017-2022 Global Game-based Learning Market

Key Findings: Regional Overviews of

Game-based Learning

Page 19: 2017-2022 Global Game-based Learning Market

Key Findings: The 2017-2022 Global

Game-based Learning Market

The global growth rate for Game-based Learning products is 20.2% and revenues

will more than double to $8.1 billion by 2022, up from $3.2 billion in 2017.

There are two sections in this report: a demand-side analysis and a supply-side

analysis. The demand-side analysis provides revenue forecasts for seven regions,

thirty-nine countries, and eight buying segments.

Africa has the highest growth rate of all the regions at a breathtaking 54.4%,

followed by Eastern Europe and Latin America at 37.3% and 35.1%.

The top buying countries are identified in each region: three in Africa, nine in

Asia Pacific, six in Eastern Europe, six in Latin America, four in the Middle

East, two in North America, and nine in Western Europe.

The supply-side analysis provides five-year revenue breakouts for eleven game

categories as defined by Metaari's pedagogical game framework.

Page 20: 2017-2022 Global Game-based Learning Market

0%

5%

10%

15%

20%

25%

30%

35%

40%

45%

50%

55%

60%

Africa Asia Pacific Eastern

Europe

Latin

America

The Middle

East

North

America

Western

Europe

Global Report Findings: 2017-2022 Growth Rates for Game-

based Learning by Seven Regions

Page 21: 2017-2022 Global Game-based Learning Market

Regional Key Findings: Africa

Africa has the highest regional growth rate in the world for Game-based Learning

products at a breathtaking 54.5%. Revenues will surge over eight times by 2022. Five-

year revenue forecasts are provided for Nigeria, South Africa, and Kenya in the report.

Nigeria accounted for 27% of all revenues for Game-based Learning in Africa in 2017 and will

still account for 19% of all revenues by 2022.

South Africa accounted for 20% of all revenues for serious games in the region in 2017 and

will account for 17% of all revenues by 2022.

Kenya has a very high growth rate of 48.8% and revenues will spike over seven times by 2022.

Ten countries in Africa can be categorized as mobile-only countries: Mobile Learning is

the only viable learning technology in mobile-only countries.

Via Afrika

Xander

Page 22: 2017-2022 Global Game-based Learning Market

Regional Key Findings: Asia Pacific

The growth rate for serious games in Asia Pacific is 17.3% and revenues will more

than double by 2022. Revenue forecasts are provided for five of the top buying

countries in Asia Pacific: China, India, Japan, South Korea, and Indonesia.

Revenue forecasts are also provided for the highest growth countries:

Bangladesh, Myanmar (Burma), Vietnam, Nepal, and Thailand.

The revenues are heavily concentrated in China, followed by India. India will be

the top buying country in the region by 2022.

In July 2017, India’s central government school system announced sweeping

PreK-12 curriculum reforms with gaming as a core component for all grades.

There are over 1,200 schools with over 1.3 million students.

Page 23: 2017-2022 Global Game-based Learning Market

0%

5%

10%

15%

20%

25%

30%

35%

40%

45%

50%

55%

Bangladesh Myanmar

(Burma)

Vietnam Nepal Thailand

Phenomenal Growth Rates for Game-based Learning

in Five Countries in Asia Pacific

Page 24: 2017-2022 Global Game-based Learning Market

Eastern Europe has a high growth rate for Game-based Learning at 37.3% and revenues

will more than quadruple by 2022. Revenues are provided for the Russian Federation,

Ukraine, Georgia, Kazakhstan, Belarus, and Azerbaijan in the report.

The vast majority of revenues are concentrated in the Russian Federation. In the 2017

market, the Russian Federation accounted for 41% of all revenues generated in the

region. By 2022, the Russian Federation will still account for 28% of revenues.

Ukraine is the second-largest buying country in the region, with a growth rate of

35.4%. Georgia is the third-largest buying country in the region and the growth rate is

very high at 42.7%.

An inhibitor in the region is the need to develop in alphabets such as Cyrillic or the

Georgian script. Less than 10% of the Russian population can read or speak English.

Regional Key Findings: Eastern Europe

Page 25: 2017-2022 Global Game-based Learning Market

The growth rate for serious games in Latin America is 35.1% and revenues will more than

quadruple by 2022. Revenues are provided for Brazil, Mexico, Colombia, Argentina, Peru,

and Chile in the report.

The revenues are concentrated in Brazil and Mexico and to a lesser extent in Colombia,

Argentina, Peru, and Chile. All six countries have very high growth rates.

Brazil was the top buying country in the region in 2017, despite that country's recent

economic problems. The growth rate is 25.7% and revenues will more than triple by 2022.

Regional Key Findings: Latin America

PlayKidsBrazil-based PlayKids (a subsidiary of

the media conglomerate Movile) is the

best-selling early childhood learning app

in the region and popular across the

planet.

One of the most successful serious game

developers in Mexico is Yogome,

founded in 2011. They obtained $6.6

million in May 2017 on top of the $3

million they raised in 2016.

Yogome

Page 26: 2017-2022 Global Game-based Learning Market

Revenues of serious games will more than triple in the Middle East by 2022. The

region has a high growth rate of 29.3%.

Revenues are concentrated in four countries: Turkey, Egypt, the Kingdom of

Saudi Arabia (KSA), and the United Arab Emirates (UAE). In 2017, 26% of all

serious games revenue in the region was generated in Turkey.

Turkey, Egypt, Saudi Arabia, and the UAE have embarked on extensive academic

digitization efforts that include distributing massive numbers of tablets in the

schools. The initiatives have ambitious timelines.

As part of the $1.4 billion FATİH initiative, Turkey is on track to equip over 15

million students across 42,000 schools with tablets by 2021.

Educational games in Arabic are still rare in the region.

Lamsa is in Arabic and designed for kids between 1-8. It

is sold as a subscription by the MNOs Ooredoo (Qatar),

Etisalat (UAE), Saudi Telecom, and VIVA Bahrain.

Lamsa

Regional Key Findings: The Middle East

Page 27: 2017-2022 Global Game-based Learning Market

Regional Key Findings: North America

The North America region is the most mature market for Game-based

Learning, but it still has a healthy growth rate at 15.3%. Revenues will more

than double over the forecast period, which is somewhat unusual for a

mature market. Consumers are the largest buyers in both Canada and the

US.

Canada-base Spin Master acquired Sago Mini and Sweden’s Toca Roca in

2016: these two companies develop some of the most popular early

childhood learning games across the planet.

The five-year compound annual growth rate (CAGR) for Game-based

Learning products in the US is 17.2% and revenues will more than double

by 2022.

The highest growth rates in the US are in the higher education (tertiary),

secondary education, and preschool segments at 29.4%, 27.9%, and

26.6%, respectively. Revenues will more than triple in all three by 2022.

Page 28: 2017-2022 Global Game-based Learning Market

The growth rate for serious games is 26.6% and revenues will more than triple by

2022. Revenues are provided for the United Kingdom (UK), Spain, France, Germany,

the Netherlands, and for the four countries in the Nordic Cluster combined.

The Nordic Cluster

The Nordic cluster (Finland, Denmark, Sweden, and Norway) is an early adopter of

Game-based Learning. The education ministries in all four countries actively promote

the use of games in the schools, particularly in the early grades.

Sweden’s Toca Boca (170 million downloads since 2011) and Norway’s

WeWantToKnow (DragonBox) are two of the best-selling learning games in the

world. Norway’s Kahoot! has over 50 million active users (32 million in the US).

Kahoot! raised private equity from the Disney Accelerator in July 2017.

Regional Key Findings: Western Europe

Rovio (Angry Birds) closed down their education

division in late 2015. The executives that worked

in the group left to create serious game startups in

Helsinki. Lightneer launched in November 2015

and Fun Academy launched in January 2016.

Lightneer

Page 29: 2017-2022 Global Game-based Learning Market

Quantifying the Revenue Opportunities:

Metaari’s Pedagogical Educational Game

Framework

The educational game framework provides suppliers with a

precise method of tapping specific revenue streams and a

concise instructional design specification for the

development of effective educational games.

Page 30: 2017-2022 Global Game-based Learning Market

Quantifying the Revenue Opportunities: Metaari’sPedagogical Framework for Game-based Learning Products

Metaari forecasts revenues for

eleven types of educational

games based on the content

domain and the primary

knowledge transfer method.

Assessment, augmented reality,

and virtual reality educational

games are new on the market

and rapidly gaining traction.

AI-based educational games hit

the market in 2017.

Pedagogical Framework for

Eleven Categories of Game-based

Learning Products

Cognitive Fitness

Games and Brain

Trainers

Knowledge-based

Edugames

Skill-based Educational

Games

Language Learning

Educational Games

Early Childhood Learning

GamesAssessment and

Evaluation Educational

Games

Role-based Educational

Games

Location-based

Educational Games

Augmented Reality

Educational Games

Virtual Reality

Educational Games

Artificial Intelligence Educational

Games

Page 31: 2017-2022 Global Game-based Learning Market

Global Versus US Game-based Learning

Growth Rates by Educational Game Type***

Global Five-

Year CAGR

2017-2022

US Five-

Year CAGR

2017-2022

Cognitive Fitness Games and Brain Trainers 10.3% 2.2%

Knowledge-based Educational Games 11.0% 8.8%

Skill-based Educational Games 17.2% 17.9%

Language Learning Games 16.1% 22.0%

Early Childhood Learning Games 21.6% 16.6%

Assessment and Evaluation Games 25.3% 21.7%

Role-based Serious Games 32.8% 25.6%

Location-based Learning 30.5% 22.9%

Augmented Reality Educational Games 25.5% 36.9%

Virtual Reality Educational Games 47.9% 49.0%

Artificial Intelligence-based Educational

Gamesn/a n/a

Total 20.2% 17.2%

*** Mobile and Non-mobile Educational Games Combined

2017-2022 Growth Rates for Eleven Categories of

Educational Games

Page 32: 2017-2022 Global Game-based Learning Market

Smart Games That Learn: Artificial Intelligence is

a Game Changer

The education industry is on the verge of extraordinary innovations in knowledge transfer using cognitive computing and artificial intelligence platforms. The most well-known cognitive computing platform is IBM's Watson.

The integration of Watson into digital learning content essentially accomplishes the "holy grail" of providing true personalized (adaptive) learning by adapting in real time to a student's cognitive abilities. The software learns.

In June 2016, IBM launched a Minecraft build called Medical Minecraft, which uses the Watson platform to teach children about infectious diseases.

In March 2017, PrepBiz, a developer of game-based disaster preparedness apps for children, announced their Watson-enabled product.

In April 2016, Sesame Street announced a three-year partnership with IBM to develop educational games

for children using Watson. They launched the first Watson game in June 2017 in a pilot phase across

PreK-12 schools in the US. It is a vocabulary game for young children. The product is the first for the

"Sesame Intelligent Play and Learning Platform".

IBM and Sesame Street

Page 33: 2017-2022 Global Game-based Learning Market

Smart Games That Learn: Artificial Intelligence is

a Game Changer

CogniToys' Dino robot for kids 5-9 is built on IBM’s Watson “CogniToys have

custom content modules such as questions and answers, storytelling, and games that

include vocabulary, math and more to engage children in educational play.“

A company called Affectiva sells an emotion recognition platform that generates what

they call "emotional intelligence". The startup recently entered the gaming industry to

enable "emotion-aware" games. They released a plug-in for Unity in October 2016.

A Hong Kong company called Artha sells an edugame for young children called Little

Dragon that uses the Affectiva platform.

CogniToys

Artha

Page 34: 2017-2022 Global Game-based Learning Market

Primary Market Catalysts and Product Trends

In March 2017, Unity announced a new toolset called the XR

Foundation Toolkit (XRFT). "It's a framework for XR

developers that allows anyone, not just programmers, but

artists and directors, to start making experiences without

needing to start from scratch.”

Page 35: 2017-2022 Global Game-based Learning Market

Primary Catalysts Driving the 2017-2022 Global

Game-based Learning Market

Booming Global Revenues for Game-based

Learning Products

Growing Global

Demand for Early

Childhood Learning

Games Resistance to Game-

based Learning

Fading Fast

Growing Availability of Easy-to-

Use Development

ToolsInnovation in

Augmented, Virtual, &

Mixed Reality

Upsurge of Next-

Generation Brain

Trainers On the Market

Rollout of 5G

Networks and the

Internet of Things (IoT)

Page 36: 2017-2022 Global Game-based Learning Market

Learning in the Bright Air: 5G Changes

Everything

Commercial fifth-generation (5G) wireless broadband networks will be

operational in the 2018-2020 timeframe.

To illustrate the breathtaking speed of 5G, consider the time it takes to

download a two-hour high definition movie. With 3G, it would take 26

hours to download a two-hour movie. With 4G, it takes six minutes. The

download will take 3.6 seconds with 5G.

The new 5G networks also have low latency rates. Latency is the time it

takes for a device to send a signal to a server and get a response. A 3G

phone has a 100-millisecond latency rate. A 4G phone has a 50-millisecond

latency rate. A 5G device has an ultra-low latency rate of one millisecond.

All four of the major US carriers are running 5G pilots in selected cities.

South Korea, Japan, and Sweden will be the first countries with national 5G

networks as early as 2018.

Page 37: 2017-2022 Global Game-based Learning Market

Organizational Resistance to Game-based

Learning Fading Fast

The use of learning games has long been a staple in military agencies.

Until recently, Game-based Learning was perceived to be incompatible

with corporate culture, time consuming, and expensive.

However, the major inhibitors that previously dampened the widespread

adoption of Game-based Learning are now fading fast.

Game-based job candidate assessment products are rapidly gaining

traction in the corporate segment and are further eroding the resistance to

Game-based Learning in the corporate segment. The corporate segment

now has the highest growth rate for serious games at 35.7%.

Arctic Shores

Page 38: 2017-2022 Global Game-based Learning Market

Game-based Learning

by Buying Segment***

Global Five

Year CAGR

2017-2022

US Five

Year CAGR

2017-2022

Consumer 16.3% 15.6%

Preschool 30.7% 26.6%

Primary Education 24.1% 18.7%

Secondary Education 23.5% 27.9%

Tertiary Education 26.5% 29.4%

Federal Government

Agencies21.8% 13.7%

State & Local

Government Agencies16.0% 8.2%

Corporate 35.7% 21.5%

Total 20.2% 17.2%

*** Mobile and Non-mobile Edugames Combined

Revenues

Concentrated in:

Mobile early childhood

learning games and

brain trainers

STEM-based serious

games on PCs/laptops

Immersive MR role

playing games for

security & public safety

Assessment games

2017-2022 Global Game-based Learning Market

by Buyer Segment

Page 39: 2017-2022 Global Game-based Learning Market

Authoring Reality: The Availability of Easy-to-Use

Development Tools

A significant catalyst is the availability of easy-to-use and cost-efficient

authoring tools. The suppliers of the tools are marketing them to non-specialists

and pricing the products at relatively low price points.

In August 2016, Immersive VR Education launched their dedicated VR education

platform called Engage. "The big idea behind Engage is that educators can bring

existing teaching materials into the software as the basis for a lesson, or entire

course, built in VR.

In early 2017, EON Reality released an upgrade of their Creator tool “that will

enable non-technical users to create Augmented Reality (AR) Knowledge Injections,

with no coding required.”

Another trend is the growing number of marketplaces that sell (or give away)

premade virtual objects and even virtual worlds. Suppliers include Lifeliqe, EON

Reality, Voxelus, WEARVR, and Odeum.

Page 40: 2017-2022 Global Game-based Learning Market

Next-generation Cognitive Fitness Games, Brain

Trainers, and Mental Training Apps Hit the Market

2015 and 2016 saw a wave of exponential innovation in brain trainers. Next-generation

brain trainers are based on Cognitive Behavior Therapy (CBT), cognitive science,

neuropsychology, and educational neuroscience.

These new products integrate emotion analytics, affective computing, biosensors, neuro-

sensors, attention network training (also called executive attention network), galvanic skin

response (GSR), heart rate variability (HRV), AR, VR, and, most importantly, AI.

Mobile mental training apps are new on the market and are now being marketed to the

40 million people in the US that play organized sports.

Cerevrum "is a cutting-edge software

development group with a focus on progressive

educational VR projects." Their first VR edugame

was a brain trainer. "Cerevrum helps you learn

and improve cognitive abilities in virtual reality.

Cerevrum is rethinking learning itself and

designing fun VR neuro-gaming experiences."

Cerevrum

Page 41: 2017-2022 Global Game-based Learning Market

Next-generation Cognitive Edugames, Brain Trainers,

and Mental Training Apps Hit the Market

Products designed to improve cognitive functions in relatively healthy people include:

Cognitive Edugames (Brain Trainers)

Mental Training Apps for Athletes

Mindfulness Apps

Products designed to mitigate cognitive deficiencies caused by mental health problems, addiction, disability, or traumatic injury include:

Products for Children with Special Needs

Mental Health Treatment Products

Addiction Intervention Products

and Services

Disability Therapy and Rehabilitation

Products

Page 42: 2017-2022 Global Game-based Learning Market

New Early Childhood Learning

Game Trends

Special Needs

Smart Robots

Brain Trainers for Kids

CodingSTEAM

Social Emotional

Virtual and Augmented

Reality

Kiko Labs, Kidzoom,

Kidaptive, C8 Sciences

Tynker, Toca Builder, TinyTap,

CodeMonkey, Microsoft, Apple

Minority Media, Nival,

Cerevrum, Osmo

Sphero, PrimoToys,

CongiToys, Kamibot

Injini, Strong Mind Puzzles,

Super Speak, SideKicks

Toca Boca, DragonBox,

BrainPOP, PBS KIDS, PlayKids

Artha, SmilingMinds,

Splingo, Schell Games

Page 43: 2017-2022 Global Game-based Learning Market

Serious Games for Children with Special Needs

Gain Traction Injini sells for $29.99. It is "Play-

based learning exercises and games that are well suited for children with cognitive, language and fine motor delays.”

Voice4u is a "simple application that consists numerous of fun and memorable images that can help assist and improve language." The app costs $99.

The Mobile Education Store (MES) sells individual apps from $5.99 to $19.99 and bundles for $74.99.

Sidekicks launched in June 2015. The product is designed for children with autism. Their app that has three virtual avatars. As parents or therapists speak, the words are spoken in the avatar's voice.

Injini

Voice4U

Sidekicks

Page 44: 2017-2022 Global Game-based Learning Market

The Tutoring Robots: High Demand for Next-generation

Childhood Learning Games

Several new educational robots designed to teach kids programming and related skills have

entered the market including the Vortex, the Kamibot, the Fisher-Price's Code-a-Pillar,

WowWee's Coji, Primo Toys' Cubetto, Makeblock's Codeybot, Aisoy, Scansorial’s Root, and

Ozobot. They have relatively low price points. They are also attracting the attention of investors.

Wonder Workshop raised $20 million in funding in July 2016. They have obtained $35.9 million

so far. They sell two educational robots designed to teach children coding: Dash and Dot.

A company called Sphero raised $45 million in 2015 and an additional $3.2 million in 2016.

Hanson Robotics’

Professor Einstein

WowWee Coji

Sphero

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A Niche Revenue Opportunity: Children’s

Games with Embedded Authoring Tools TinyTap sells a game for autistic kids called TinyTap, Turn Moments Into Games. "it provides

parents and guardians with tools to build their own games and tailor them to a specific child.“

Tynker raised $7.1 million in May 2016. "Kids begin experimenting with visual blocks, then progress to text-based coding as they design games.“

A company called codeSpark obtained $4.1 million in funding in late 2016 on top of the $1.35 million raised in 2015. "This fully self-directed game places kids in a Mariostyle setting and gives them friendly characters to control through visual prompts and commands illustrating the fundamentals of how coding works.”

Israel-based CodeMonkey raised $1.5 million in February 2017 and launched their Game Builder Platform in June 2017.

In May 2017, Microsoft launched their Code Builder for Minecraft: Education Edition.

Tynker

CodeMonkey

Microsoft

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High Demand for Mobile Early Childhood

Learning Games

PBS KIDS, Disney, LEGO, Mattel, Sesame Street, Spin Master (Toca Boca and

Sago Mini) are major brands of early childhood learning game developers.

Duck Duck Moose (acquired by Khan Academy in August 2016), PlayKids,

DragonBox, Osmo, THUP Games, Intellijoy, and Dr. Panda are also well-known.

In October 2016, Amplify Games and StoryToys announced a new joint venture

called Touch Press merging the portfolios of Amplify Games, StoryToys, and

Touchpress apps “for kids from kindergarten through middle school.”

Duck Duck Moose

Dr. Panda

Toca Boca

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Popularity of Language Learning Games

Global language learning games will more than double by 2022. This product type has a growth rate of 16.1% globally and even higher at 22.0% in the US.

The vast majority of language learning games on the market are mobile and consistently rank in the top twenty best-selling educational apps in almost all the 122 countries tracked by Metaari.

In March 2016, US-based Imagine Learning announced that their Imagine Learning English and Imagine Learning Español(combined) had reached over a million downloads since the launch in late 2013.

Monkimun is a Madrid-based startup founded in 2014 and is now headquartered in the US. Their Language Learning for Kids "has more than five million installations to date."

In February 2016, Rovio announced a partnership with the

Germany-based Papagei.com to sell English language

learning games based on Angry Birds characters. The

Papagei-Rovio app launched in the US in October 2016 with

a relatively high price point of $8.99 a month.

Imagine Learning

Rovio

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New Educational Game Delivery Platforms:

Native AR, VR, and MR Technology

In AR, digital information is

overlaid on the real world.

Almost all AR educational

products on the market are

mobile.

In virtual reality, the user is

immersed in a simulated

environment.

Mixed Reality (MR) is a

combination of AR and VR

digital content and objects in

the real world.

AR Flashcards

Animal4D+

Luden (formerly Nival VR)

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Biophysical Environment

Augmented Objects (Triggers)

Augmented Environment

Semi-Immersive VR in 2D

Four Degrees of Freedom

VR

Six Degrees

of Freedom

VR

Metaari’s Mixed Reality Spectrum

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AR and VR has been available for mobile devices for over two years, but it has not been easy or cost-effective to build content for the technologies. The barriers-to-entry are fading fast with a host of new AR and VR platforms integrated into games engines and operating systems.

Microsoft’s Windows Holographic is included in Windows Creator Update.

Google’s Daydream VR technology is now native in their new Nougat OS.

Google's Tango platform uses motion tracking, "area learning", and spatial awareness technology from Intel called RealSense 3D camera. Tango creates AR content in real time.

New Educational Game Delivery Platforms:

Native AR, VR, and MR Technology

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In September 2016, Russia-based NivalVR rebranded as Luden.io. In late 2016, they launched

InMind2 VR, an advanced version of their neuroscience game ported to Google's Daydream platform.

• Immersive VR Education’s Apollo 11 VR app allows a user to experience the 1969 moon landing and

go moon walking in vivid and accurate detail taken from actual footage. It is one of the best-selling

VR games on the market. They have sold over 50,000 copies made over $500,000 in one year.

A unique (and visually stunning) VR game is Time Machine VR developed by Canada's Minority

Media. "You are a time-travelling cadet tasked with exploring the Jurassic era and the ancient

creatures that once ruled the prehistoric oceans. Use an array of advanced tech tools to track,

examine, and discover scientifically accurate creatures like mosasaurs, livyatans, and megalodons."

New Educational Game Delivery Platforms:

Native AR, VR, and MR Technology

Minority Media

Luden.io

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Location-based

Learning Triggers

Location-based

Learning Objects

Proximity Perimeter

(4D Location Sphere)

4D Presence:

Location in 3D Space and Time

LBS Sensors

LBL Markers

and Anchors

Indoor Positioning Systems (IPS) Evolving Fast

Location-based Learning: Proximity Triggers

Knowledge Transfer in Space and Time

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Location, Location: Location-based Learning is

by Definition Mobile

The growth rate for Location-based

Learning games is very high at 30.5%

and revenues will more that triple by

2022.

Developers are designing learning

experiences triggered at geotagged

physical locations and in time.

Location-based Learning products are

used in many venues, particularly

museums, galleries, tourist attractions,

parks, and exhibitions. There is a

cottage industry of developers that

cater to this demand.

Scavenger hunt and role play games

for children are common game types.

Animal Trackers Tennessee Aquarium

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First-generation Location-based Services (LBS) emphasize the position of the object (triggers, markers, beacons, anchors).

Second-generation Indoor Positioning Systems (IPS) emphasize the position of the user via smartphone sensors including the gyroscope, compass, altimeter, and the accelerometer.

The American Museum of Natural History in New York City and the Royal BC Museum both use IPS for their exhibitions.

The Museum of Science in Boston uses ByteLight's LED system:

"Within each LED light bulb is a chip that flashes a pattern, pulsing too fast for humans to see but the perfect speed for the camera lens of a mobile device. The light tracks the user’s location with incredible accuracy.”

Sophisticated Indoor Positioning Systems Define the Next

Generation of Location-based Learning

Google’s Tango – American

Museum of Natural History

GuidiGo Tour Authoring System

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Q&A

You can contact Sam S. Adkins at:

[email protected]