ambient insightMobile devices are changing the face of the educational games market, a new research report by Ambient Insight shows. Also known as “serious games” or “game-based learning,” educational games are becoming increasingly accepted on mobile devices, making them easily accessible by and convenient for consumers fueling the booming mobile market.

Ambient Insight’s forecast predicts that the game-based learning market will grow from $1.5 billion in 2012 to $2.3 billion in 2017. The larger stimulation-based learning market, which incorporates corporate training games, is expected to jump from $2.3 billion in 2012 to $6.6 billion in 2017. In total, this will bring the educational games market from $3.9 billion to $8.9 billion in 2017.

Research shows that this massive growth in game-based learning and educational games overall  is being stimulated by the apps targeting the mobile market. Mobile learning games are now outselling PC games, generating more investor interest in the mobile market. For example, according to Ambient, of 31 game-based learning companies that raised money last year, 23 were mobile.

In a discussion with GamesBeat, Ambient said it will reveal in September that game-based learning companies have raised over $111.7 million. The encompassing educational  games market has crossed more than $1.5 billion in venture capital, more than at any other time since the dotcom craze, GamesBeat added.
As a distinction, game-based learning includes products that teach knowledge to kids or consumers through gameplay and include a competition and assessment component, often designed with a reward/penalty system. Stimulation-based learning products include games that train adults on how to effectively do their jobs.
And while there are many games targeting children and  adults, there is a gap in game-based learning product use that begins after the fourth grade. After this grade level, classrooms don’t use as many games to teach.
 

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