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The US Market for Handheld and Mobile Game-based Learning Products: 2007-2012 Forecast and Analysis


EduGaming the System: Creating New Customers and Tapping New Revenues in a Complex Competitive Landscape

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  Overview:

The market conditions for Handheld and Mobile Game-based Learning products are very favorable in the US. The demand is growing by a five-year compound annual growth rate (CAGR) of 26.5%. Revenues will grow from $57 million to $185 million by 2012.

The handheld and mobile learning game market comprises 5.8% of the total US mobile gaming market. This percentage will likely shrink over the forecast period not due to the lack of demand, but rather due to the explosive growth of the greater mobile game market.

Demand is being accelerated by business and cultural catalysts such as the adoption of Mobile Learning, the serious games movement, brain fitness and educational neuroscience research, customer education advergaming, and the "games for health" initiatives. Fundamentally new types of games are now hitting the market and new customers are being created. The current market favors suppliers that can continue to create new customers and meet the needs of these new buyers.

Contents:

There are 55 pages, 7 tables, and 6 charts in the report.

Key Findings:

The favorable market conditions are due to many catalysts. There are several major growth factors driving the US Mobile Game-based Learning market:

  • There are new revenue opportunities for suppliers that can develop the right kind of game and master the convoluted distribution process
  • Consumers and PreK-12 buyers still dominate the market, but the demand is growing faster in other segments
  • Brain training games have exploded on the US market coinciding with the growth of the brain fitness industry
  • Game developers and publishers are now designing games in collaboration with cognitive science and educational neuroscience experts
  • Buying off deck, or "sideloading" is the primary distribution mechanism for these types of games
  • Buyers prefer dedicated gaming devices so far, but are migrating to new convergent devices with integrated gaming functionality

There is resurgence in demand for mobile edugames. The new demand is in response to new types of products that appeal to a much wider audience. Several of the best known game development companies such as Glu Mobile, EA Mobile, UbiSoft, Gameloft, and Sega are putting new Mobile Game-based Learning products into the pipeline.

This report isolates the gaming products being developed for four types of devices: dedicated gaming devices (such as the Nintendo DS or the Sony PSP), personal media players (PMPs), personal digital assistants (PDAs), and cell and smartphones.

The US market has undergone a remarkable transformation in the last 12 months. Less than two years ago the demand for mobile educational games was highly localized to an early childhood education niche in the consumer and PreK-3 buyer segments. The market has changed and the highest growth rates are occurring in the higher education segment followed by state and local public libraries. By 2012 corporations will be the second largest buyers behind consumers.

Demand-side Analysis in this report:

This report provides revenue breakouts by eight demand-side buyers: consumer, corporations, federal government, state and local government, PreK-12 academic, higher education, non-profits, and healthcare.

Supply-side Analysis in this report:

The supply-side analysis breaks out revenues by three product types: content, services, and tools. The content analysis includes a detailed break out for five types of edugames: knowledge-based, skill-based, brain trainers and cognitive remediation, role-playing and simulation, and language learning.

Suppliers Covered:

Active Ingredient, Activision Publishing, Adobe, AE4RV, area/code, Apple, Aspyr Media, Cammsoft, Capcom Interactive, Chalk Media, Cengage Learning (formerly Thomson Publishing), Concrete Software, Conspiracy Entertainment Corporation, Digitalmill, Dimple Entertainment, Disney Interactive, Dositey Corporation, EA Mobile, Eidos Interactive, Extreme AI, FableVision. FluffyLogic, From Software, Game Editor, GameFly, Gamelion, Gameloft, Game Mine, Gamerang, GameznFlix, Gamma Gamer, GeoTrek, GestureTek Mobile, Gorilla Games, Glu Mobile, GottaPlay, GPlay, Handango, Handmark, HandyMed, Happy Neuron, Hasbro, HP Labs, Impressionware, IntelliGolf, Into the Game, I-play, iPodsoft, Kallisto Productions, Kaplan, Knowledge Probe, LDW Software, Leading Step, LingvoSoft, Local Games Lab, Lunagames, Majesco Entertainment Company, Mastersoft Mobile Solutions, MediaClick, McGraw-Hill, Microsoft, MindHabits, MobiHand, Mobile LifeStyles, MobileTutor. Mobliss, Nintendo, Nokia, NumbThumb, Oberon, Omega Mobile, Qplaze, Rave Wireless, Resco, Scholastic, Sega, SegTech, Sony, Spb, StudyCell, Taito, THQ, TimeLapse Mobile, UbiSoft, UFO Interactive Games, Urban Interactive, and Warelex.

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Analysis By: Sam S. Adkins, Chief Research Officer
Price: $9,125.00 USD Organizational Site License
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