With an annual growth rate (CAGR) of 22.4%, game-based learning isn’t going anywhere
People of all ages love games. Some 67% of American households play computer or video games – and while 26% of those are over the age of 50, it’s the 74% under age 50 that are moving into the workforce with their strong preference for games
And it turns out that games are increasingly relevant in workplace environments, where game-based learning has taken off as an approach.
According to Ambient Insight, worldwide revenues for Game-based Learning products reached
$2.6 billion in 2016. The global five-year compound annual growth rate (CAGR) is a robust 22.4%.
Revenues will surge to $7.3 billion by 2021.
Why is this happening? Well, it’s a combination of some of the elements Ambient illustrates below.
remarkable ability to engage long-term memory. A second critical factor is that games stimulate
mental modularity by requiring numerous tasks to be performed simultaneously.
Gamification in eLearning is the use of game theory and game mechanics in non-game contexts to engage users in solving problems.Gamification makes learning motivating and engaging.
The main goal of gamification is to motivate learners so that they are capable of performing
better. Gamification in eLearning follows exciting technologies and innovations within the
gaming industry. Imagine an even more realistic learning experience potential using virtual and
40% of Global 1000 organizations will use gamification as the primary mechanism to transform
Today, many companies provide ready-to-deploy gamification solutions. Often, they can go live
in just a few weeks. These modules focus on creating an engaging experience by using badges,
points and leaderboards.
Learn more about developments in the realm of game-based learning and gamification by checking out our recent report on eLearning Trends.