Game-Based Learning, especially App-based games market is exploding, education-based apps are fundamentally gamification, even with the majority being game-based. With forecasted profits of $46.88 billion directly tied to education-based apps within the next 3 years, this venture is a sure-bet (Technavio. , 2020; Shokurova, K. , Mobile App Design and Custom Software Development Firm. , 2020). Within Google Playstore, 10% of their 1,600,000 apps are dedicated to education or learning of some kind (Marshall, 2016, p. 66). Further data analysis “estimated worldwide e-learning market to be worth $398 billion in 2026. That is a 300% boost from 2015’s 107 billion" (Shokurova, 2020). E-learning in its nature is a reward based similar to that of gamification. These categories are consistently in the Top 3 of downloads and market growth globally, with similar if not higher ranking in key countries such as the USA, UK, China, and more (Technavio. , 2020). Business Wire predicts that Asia will continue to be the biggest growing consumer market for education-based apps, as their school-age population and synthesis with technology grows (Technavio. , 2020). Insight partners draws attention to the demand for educational apps, as they offer: “convenience, availability, cost-effectiveness, knowledge, engagement, interactivity, personalization, fresh learning approaches and productivity tracking” (Shokurova, 2020). App development companies such as Age of Learning Inc., Alphabet Inc., Duolingo Inc., Edmodo Inc., edX Inc., Lumos Labs Inc., MyScript, Quizlet Inc., Rosetta Stone Ltd., WizIQ Inc continue to create ‘block-buster’ style education apps, spanning pre-school to post-graduate studies (Technavio. , 2020). Whilst there is currently a market share in K-12 themed apps, many predict post-secondary and general education apps will continue to boom. STEM and Classroom Accompaniment/augmentation apps are predicted to continue being the most curated and downloaded (Technavio. , 2020). In July 2020 Google classroom topped the overall downloads board, coming first and second on Apple Store and Google play. Language learning apps such as Duolingo and Cake were in the top 10 as well (Shokurova, 2020). With at least 84% of American households having at least one mobile device, with 25% of toddlers and 35% of kindergartners having a personal tablet (Callaghan & Reich, 2018). As indicated, financially this market will continue to explode as more districts, families and individuals utilize mobile learning. An analysis of the current App market demonstrates the 73% of Top 50 Free education apps utilize a game/quiz/puzzle model, 37% have other interactive activities, a storybook with narration holds 25% of the market (Papadakis & Zaranis, 2018). Applications no matter the subject or level succeed when using interactive methodologies. Education Based-Learning in Mobile App form is a growing competitor in our educational sphere, and with the continued interest this field will dominate our markets even further.
Entertainment Games:
Originally, gaming was seen as a form of entertainment, but in recent years, it has become more of a lifestyle (npd.com, 2021). By 2023, it is estimated that the video gaming industry will be worth $200 Billion (wepc.com, 2021).
Entertainment gaming age demographic: ranges between 5 to 45 years old
Several factors affecting the increased usage of gaming in entertainment include;
the availability of high speed internet connectivity
sophisticated techniques
efficient hardware compatibility
the increased disposable incomes of the consumers
What's Driving Games Industry Growth?
Predictive Markets:
Perrotta, Featherstone, Aston, and Houghton (2013), see game based learning as the future of education and predict our current ‘traditional’ e-learning to cease to exist.
“There is a great shift in learning thanks to game-based education…evidence to this fact is an increase in popularity of a game-based learning domain ... [From 2011 - 2017] the value of this business has become 4 times higher and reached almost $5 billion” (Noplag, 2017). What may a continuation of that trend bring in the future?
Education apps as a whole are also increasing substantially. These apps often include gamification techniques and if they are not, then most apps can easily implement gamification or game-based learning. The educational app market is predicted to reach nearly $400 billion by 2026 (Shokurova, 2020). What if this growth were to continue?
References Callaghan, M. N., & Reich, S. M. (2018). Are educational preschool apps designed to teach? An analysis of the app market. Learning, Media and Technology, 43(3), 280–293. doi:https://doi.org/10.1080/17439884.2018.1498355
Marshall, J. .. (2016). Quality teaching: Seven apps that will change the way you teach in the english language arts classroom. Voices from the Middle, 23(4), 66-73.
Npd.com. (n.d.). 2021 Game Market & Gaming Industry. Retrieved from npd: https://www.npd.com/wps/portal/npd/us/industry-expertise/video-games/
Noplag (2017). Modern Education: The Latest Trends in Game-Based Learning. Noplag. from https://blog.noplag.com/modern-education-the-latest-trends-in-game-based-learning/
Papadakis, S. K., & Zaranis, N. (2018). Educational apps from the Android Google Play for Greek preschoolers: A systematic review. Computers & Education, 116, 139–160. doi:https://doi.org/10.1016/j.compedu.2017.09.007
Perrotta, C., Featherstone, G., Aston, H. and Houghton, E. (2013). Game-based Learning: Latest Evidence and Future Directions (NFER Research Programme: Innovation in Education). https://elearningindustry.com/future-of-game-based-learning
Shokurova, K. ( 2020, September 28). Educational Apps: E-Learning Market Research And Statistics. . Retrieved from Shakuro: https://shakuro.com/blog/educational-apps-e-learning-market-research-and-statistics
Shokurova, K. , Mobile App Design and Custom Software Development Firm. . (2020, October 12). 8 E-Learning App Trends Defining Educational App Development. Retrieved from Shakuro: https://shakuro.com/blog/8-e-learning-app-trends-defining-educational-app-development.
Technavio. . (2020, November 25). The Education Apps Market to grow by $ 46.88 bn in 2020: Industry Analysis, Market Trends, Market Growth, Opportunities and Forecast 2024: . Retrieved from Business Wire. : https://www.businesswire.com/news/home/20201125005345/en/The-Education-Apps-Market-to-grow-by-46.88-bn-in-2020-Industry-Analysis-Market-Trends-Market-Growth-Opportunities-and-Forecast-2024-Technavio
The Insight Partners. (n.d.). Education Apps Market Forecast to 2028 - Covid-19 Impact and Global Analysis - by Product (Pre-primary education, Primary and secondary education, Higher education) and platform (IOS based. Retrieved from The Insight Partners: https://www.theinsightpartners.com/
Wepc.com (2021). Video Game Industry Statistics, Trends and Data in 2021. Retrieved from Wepc.com: https://www.wepc.com/news/video-game-statistics/