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2017-2022 Global Game-based Learning Market

Sam S. Adkins, CEO and Chief Researcher, Metaari This presentation was given at the 2017 Serious Play Conference, hosted by the George Mason University - Virginia Serious Play Institute. I will provide key findings from two Metaari reports distributed by the Serious Play Conference: "The 2017-2022 U.S. Consumer Mobile Educational Game Market" and "The 2017-2021 Worldwide Game-based Learning Market." I will identify primary revenue opportunities and catalysts. I will discuss the recent worldwide boom in investment activity. I will also outline Metaari’s Educational Game Pedagogical Framework.

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2017-2022 Global Game-based Learning Market

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  1. 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 sam@metaari.com

  2. 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

  3. 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.  

  4. 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

  5. Metaari’s Learning Technology Research Taxonomy

  6. Metaari’s Learning Technology Research Taxonomy  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.

  7. Metaari’s Learning Technology Research Taxonomy Seven International Regions Latin America Western Europe Eastern Europe North America The Middle East Africa Asia Pacific Have Six Buyer Segments State - Local Government Higher Education Corporations - Businesses Federal Government Consumer PreK-12 That Buy Eight Types of Digital Learning Products Self-paced eLearning Courseware Collaboration- based Learning Simulation- based Learning Digital Reference- ware Game-based Learning Robotic Tutors Mobile Learning Cognitive Learning Legacy Learning Technology Products Next-generation Learning Technology Products From Five Types of Suppliers Authoring Tools & Platforms Robotic Components Custom Content Packaged Content Value Added Services

  8. 2017-2022 Worldwide Five-year Growth Rates for Eight Learning Technology Product Types 30% 25% 20% 15% 10% 5% Legacy Products in Decline 0% -5% -10%

  9. Longitudinal Analysis: Global Five-Year Compound Annual Growth Rates (CAGRs) for Game-based Learning Products Five-year CAGRs for Last Twelve Forecast Periods 25% 20% 15% 10% 5% 0% Forecast Periods

  10. 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."

  11. 1997 to 2016 Global Private Investments Made to Learning Technology Companies (in US$ Millions) Deal Totals in US$ Millions Totals Across All Eight Learning Technology Product Types Combined $8,000 $7,500 $7 Billion Threshold $7,000 $6,500 $6 Billion Threshold $6,000 $5,500 $5 Billion Threshold $5,000 $4,500 $4 Billion Threshold $4,000 $3,500 $3 Billion Threshold $3,000 $2,500 $2 Billion Threshold $2,000 $1,500 $1 Billion Threshold $1,000 $500 $0 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016

  12. 2010-2016 Global Private Investment in Game-based Learning Companies (in US$ Millions) 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. 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

  13. Leading Indicators: 2014-2016 Private Investments by Eight Learning Product Types (in US$ Millions) Deal Value in $US Millions 2014 2015 2016 $2,800 $2,600 $2,400 $2,200 Next-generation Products Attracting a Wave of Investment $2,000 $1,800 $1,600 $1,400 $1,200 $1,000 $800 $600 $400 $200 $0

  14. 2010-2016 Global Private Investment in Game-based Learning Companies (in US$ Millions)  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. 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

  15. 2010-H1/2017 Global Private Investment in Game-based Learning Companies (in US$ Millions) Deal Totals in US$ Millions $900 $800 $700 $600 $500 $400 $300 $200 $100 $0 2010 2011 2012 2013 2014 2015 2016 H1/2017 $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

  16. Global Game-based Learning Merger and Acquisition (M&A) Patterns  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.

  17. Global Game-based Learning Merger and Acquisition (M&A) Patterns  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.

  18. Key Findings: Regional Overviews of Game-based Learning

  19. 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. 

  20. Global Report Findings: 2017-2022 Growth Rates for Game- based Learning by Seven Regions 60% 55% 50% 45% 40% 35% 30% 25% 20% 15% 10% 5% 0% Africa Asia Pacific Eastern Europe Latin America The Middle East North America Western Europe

  21. 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

  22. 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.

  23. Phenomenal Growth Rates for Game-based Learning in Five Countries in Asia Pacific 55% 50% 45% 40% 35% 30% 25% 20% 15% 10% 5% 0% Bangladesh Myanmar (Burma) Vietnam Nepal Thailand

  24. Regional Key Findings: Eastern Europe 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. 

  25. Regional Key Findings: Latin America 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.  PlayKids Brazil-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. Yogome 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.

  26. Regional Key Findings: The Middle East 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

  27. 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. 

  28. Regional Key Findings: Western Europe 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.  Lightneer 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.

  29. 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.

  30. Quantifying the Revenue Opportunities: Metaari’s Pedagogical 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. Cognitive Fitness Games and Brain Trainers Artificial Intelligence Educational Games Knowledge- based Edugames Virtual Reality Educational Games Skill-based Educational Games Pedagogical Framework for Eleven Categories of Game-based Learning Products Assessment, augmented reality, and virtual reality educational games are new on the market and rapidly gaining traction. Augmented Reality Educational Games Language Learning Educational Games Location- based Educational Games Early Childhood Learning Games AI-based educational games hit the market in 2017. Assessment and Evaluation Educational Games Role-based Educational Games

  31. 2017-2022 Growth Rates for Eleven Categories of Educational Games Global Five- Year CAGR 2017-2022 10.3% 11.0% 17.2% 16.1% 21.6% 25.3% 32.8% 30.5% 25.5% 47.9% US Five- Year CAGR 2017-2022 2.2% 8.8% 17.9% 22.0% 16.6% 21.7% 25.6% 22.9% 36.9% 49.0% Global Versus US Game-based Learning Growth Rates by Educational Game Type*** Cognitive Fitness Games and Brain Trainers Knowledge-based Educational Games Skill-based Educational Games Language Learning Games Early Childhood Learning Games Assessment and Evaluation Games Role-based Serious Games Location-based Learning Augmented Reality Educational Games Virtual Reality Educational Games Artificial Intelligence-based Educational n/a n/a Games Total 20.2% 17.2% *** Mobile and Non-mobile Educational Games Combined

  32. 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

  33. 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

  34. 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.”

  35. Primary Catalysts Driving the 2017-2022 Global Game-based Learning Market Growing Global Demand for Early Childhood Learning Games Rollout of 5G Networks and the Internet of Things (IoT) Resistance to Game- based Learning Fading Fast Booming Global Revenues for Game-based Learning Products Upsurge of Next- Generation Brain Trainers On the Market Growing Availability of Easy-to- Use Development Tools Innovation in Augmented, Virtual, & Mixed Reality

  36. 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. 

  37. 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

  38. 2017-2022 Global Game-based Learning Market by Buyer Segment Global Five Year CAGR 2017-2022 US Five Year CAGR 2017-2022 Game-based Learning by Buying Segment*** Revenues Concentrated in: Consumer Preschool 16.3% 30.7% 24.1% 23.5% 26.5% 15.6% 26.6% 18.7% 27.9% 29.4% Mobile early childhood learning games and brain trainers Primary Education Secondary Education Tertiary Education Federal Government STEM-based serious games on PCs/laptops 21.8% 13.7% Immersive MR role playing games for security & public safety Agencies State & Local 16.0% 8.2% Government Agencies Corporate Total 35.7% 20.2% 21.5% 17.2% Assessment games *** Mobile and Non-mobile Edugames Combined

  39. 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. 

  40. 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 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."

  41. 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: Addiction Disability Therapy and Rehabilitation Products Products for Children with Special Needs Mental Health Treatment Products Intervention Products and Services

  42. Injini, Strong Mind Puzzles, Super Speak, SideKicks Special Needs Virtual and Augmented Reality Minority Media, Nival, Cerevrum, Osmo Sphero, PrimoToys, CongiToys, Kamibot Smart Robots New Early Childhood Learning Game Trends Brain Trainers for Kids Artha, SmilingMinds, Splingo, Schell Games Kiko Labs, Kidzoom, Kidaptive, C8 Sciences Social Emotional Toca Boca, DragonBox, BrainPOP, PBS KIDS, PlayKids Tynker, Toca Builder, TinyTap, CodeMonkey, Microsoft, Apple Coding STEAM

  43. 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.”  Injini Sidekicks 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.  Voice4U

  44. 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.  Sphero Hanson Robotics’ Professor Einstein WowWee Coji

  45. 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. Microsoft  CodeMonkey Tynker

  46. 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

  47. 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.  Imagine Learning 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. Rovio

  48. New Educational Game Delivery Platforms: Native AR, VR, and MR Technology  In AR, digital information is overlaid on the real world. Animal4D+  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. Luden (formerly Nival VR) AR Flashcards

  49. Metaari’s Mixed Reality Spectrum Biophysical Environment Augmented Objects (Triggers) Augmented Environment Semi-Immersive VR in 2D Four Degrees of Freedom VR Six Degrees of Freedom VR

  50. New Educational Game Delivery Platforms: Native AR, VR, and MR Technology  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.

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