Consumers are the top buyers worldwide of edugame packaged content and suppliers are capitalizing on consumers’ interests: early childhood education, tourism, health, fitness and wellness, cognitive fitness, nature, and sustainability Tyson Greer, Ambient Insight LLC CEO, delivered a great presentation on Mobile Edugame Market Innovations at Serious Play Conference 2013 held last week. Ambient Insight forecasts revenues for six types of Mobile Educational Serious Games: . Knowledge-based games . Skills-based games . Brain training and cognitive fitness games . Language learning games . Location-based learning games (emerged in 2009) . Mobile augmented reality games (emerged in 2010) Key findings from Ambient Insight Research reveal that in North America the growth rate for all Game-based Learning is 10.1%, but for mobile edugames is 15.3% - and from 2012 to 2017 mobile edugames revenues will more than double. Cross-platform products (web & app on de
DIGGING UP THE BEST OF SERIOUS GAMES & SIMULATIONS MARKET AND EXPLORING THE SUCCESSFUL USE OF GAME-BASED LEARNING