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Showing posts from March, 2007

Serious Games Market Dynamics By 2012

Via: ANGILS Reports

Corporate Learning Games in Europe:
Market Challenges & Opportunities for Serious Games Used in Learning to 2012
Publisher: Apply Group Ltd. Supporters: ANGILS and eLearning Network
Analysts: Martine Parry & Vaughan Waller

The first ever publicly available report on the market dynamics, challenges, opportunities and supply chain for Serious Games used in Corporate learning in Europe is now published.

The result of a market survey with all key stake-holders across the supply chain, include the revelation that the majority of corporations, learning suppliers and established Serious Games suppliers foresee ‘learning games’ not only being adopted but becoming mainstream by 2012. Also a resounding 100% of corporations surveyed see the value of using game-based learning within their organizations.

These are just a few of the key findings in this report – facts only now revealed through the first primary research in this subject and findings that are critical to …

Serious Games, Serious Money: A Sizeable Market

Business Environment

By 2010, the worldwide video game market should grow to $46.5 billion, at an average 11.4% compound annual rate, global consultancy PricewaterhouseCoopers predicts.
Global Video Game Market Set to Explode

PricewaterhouseCoopers' media outlook report forecasts major growth for the video game sector worldwide

That compares with the filmed entertainment business, which PwC estimates will grow at a 5.3% compound annual rate, to become a $104 billion market by 2010, or the television networks business expected to grow at a 6.6% rate to $227 billion.

The estimated $8.4 billion U.S. video game market of 2005 likely will grow at a slower clip than other sectors, at 8.9%, to hit $13 billion in 2010, lagging Asia Pacific and the combined region of Europe, the Middle East and Africa (EMEA), according to PwC's "Global Entertainment and Media Outlook: 2006-2010."

Asia Pacific should hold its leadership position in terms of overall spending on games. Despite its …

Serious Games Going Mainstream In UK: ANGILS

Via: Angils - UK Serious Games trade body formed
Serious Games are successfully being designed, developed and deployed all over the world - across industry sectors - and for a variety of applications including learning and education; visualisation; health and awareness campaigns.
Massively multiplayer online, single player, mobile, PC, hand-held or even console, SGs deliver by utilising leading-edge games technologies, design and skills to address intractable issues that defence agencies, engineering organizations, utility companies and first responders have.....
...... whilst corporations and schools are finding them invaluable as learning content … and NGOs and marketing organizations find that their message and their brand are conveyed in a more productive – and enjoyable way - when the arts come together with games technology, creating something quite special. Developers of Serious Games in the UK met earlier this week in the inaugural board meeting of new trade body ANGILS, hamme…