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Mobile Edugame Market to Double by 2018, Says Ambient Insight CEO

Key findings to be unveiled in webinar Thursday, Jan. 30

SEATTLE, Wash., Jan. 27, 2014 /PRNewswire-iReach/ -- Ambient Insight CEO, Tyson Greer, will share key findings from the company's latest report, "2013-2018 North America Mobile Edugame Market," in a webinar presented by the Serious Games Association Thursday, January 30 at 12:30 p.m. EST.

According to Ambient Insight's research, revenues for edugame content in North America will nearly double from 2013 to 2018.

Greer, a prominent analyst on the Games for Learning Market, will discuss what is driving growth of Game-based Mobile Learning, who is buying these products, and what they are buying. She will also highlight trends, catalysts and challenges, innovations and revenue opportunities energizing North America's mobile edugame market.

"We are witnessing an explosion of interest by consumers in game-based learning," explains Greer. "Business accelerators and incubators are paving the way to success for startups and crowd-funding has become a realistic alternative to traditional funding."

The most popular products are those designed for young children, which has led to growing interest in edugames that offer parental involvement.

"As smartphone and tablets are increasingly handed over to young children (as digital babysitters), it is only natural that there should arise a concomitant interest in monitoring children's digital/learning experiences," notes Greer. "Parental involvement can be as simple as setting up a communications channel, or making good use of the rich data sets accumulated from children's interaction with the products, assuming that privacy is respected."

According to Greer, the emergence of easy-to-use mobile edugame-building tools is impacting the curriculum itself.

"We're seeing a trend toward using game design as an education experience. Teachers are encouraging students to be active creators instead of passive consumers of content," she says.

Greer will discuss findings that shape academic, government, and nonprofit investment in mobile game-based learning.

"Cultural institutions continue to invest heavily in mobile edugames, with a mix of in-house and custom content development."

To register for this first in a series of Serious Games Association seminars, click on this link:

To learn more about Ambient Insight's research, send an e-mail to [email protected].

Ambient Insight is an international integrity-based market research firm founded in 2004 that uses quantitative predictive analytics to identify revenue opportunities for global eLearning and Mobile Learning suppliers.

Ambient Insight has attracted an impressive list of international clients including academic institutions, government trade organizations, investment banks, equity firms, small innovative startups, and global companies like Adobe, Amazon, Apple, Blackboard, Dell, Deutsche Telekom, Disney, DuPont, Hasbro, Houghton Mifflin Harcourt, IBM, Macmillan, Microsoft, Pearson, Qualcomm, RIM, Rosetta Stone, Texas Instruments, and Wiley.

The Serious Games Association (SGA) is an international trade organization serving all aspects of the serious games industry. Members include chief learning officers, training executives, educators, developers, technology providers, analysts, authors, consultants, and other professionals. The association produces educational conferences and research and provides support to special interest groups (SIGs) and committees studying how to move the industry ahead.

Media Contact: Sam Adkins, Ambient Insight, 360-805-4298, [email protected]

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SOURCE Ambient Insight

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