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Educational Games Are A Big And Growing Market

Learning never stops, and neither does the ability to profit from individual's attempts to learn more about the world around them. Numerous companies are now trying to cash in on the educational games market. 

In a recent article on, author Dean Takahashi referencing an Ambient Insight report said: 

The forecast predicts the Serious Games market, which Ambient calls game-based learning, will grow from $1.5 billion in 2012 to $2.3 billion in 2017. The larger simulation-based learning market, which includes corporate training games, is expected to grow even more from $2.3 billion in 2012 to $6.6 billion in 2017.

It probably seems pretty obvious now why so many would be interested in getting a piece of that action. 

The largest growth in the sector is in the mobile gaming market. People from all around the world want to play the games they love on their mobile devices. Given the on the go pace of the world we live in, this is probably no surprise to many. 

Broken down even more, there are essentially two main divisions of educational gaming. The first are games made for a younger target audience (children age 6-17). The second are corporate training games. The corporate training games are actually the larger and more important part of the market.

This is able to be such a big market because these games are fun and seem to help workers understand the information being presented to them in a more meaningful way. Companies large and small are purchasing these games in order to help their employees be properly trained. It may sound strange, but it does appear that these types of things really work.

Providing a positive experience to new hires right from the start is something that any company can embrace. The employees are certainly going to appreciate this type of welcome. It ends up being a benefit to all sides.

Those seeking more information about the growing field of educational games should contact us today.