Mobile drives edugaming

September 10, 2013 in -e.showcase

edugamingMonday’s metric: Global revenues for game-based learning are set to total $2.3 billion by 2017, up from $1.5 billion last year, according to new research – the 2012-2017 Worldwide Game-based Learning and Simulation-based Markets – from Ambient Insight. Ambient says mobile is the key driver of the global edugame market, and the top buying countries for mobile edugames in 2012 were the US, Japan, South Korea, China, and India, respectively. By 2017, the leading will be China, the US, India, Indonesia, and Brazil. “One major catalyst accelerating the market is the growing number of direct-billing agreements between the telecoms and the app stores,” says Sam Adkins, chief research officer at Ambient. “Samsung, Nokia, Microsoft, BlackBerry, and Google have direct billing agreements with carriers allowing customers to buy apps and get charged on their phone bill. This has caused a spike in mobile learning revenues in countries where credit card usage is uncommon.”

More on the power of gaming at brand-e’s Game on: Engaging consumers with online play event at the London Transport Museum in October

Tags: , , ,