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Wednesday, 30 December 2015

Global mobile education market to be worth over US$37 billion by 2020

Technavio has updated its market research on education in a new report about the global m-education market. The market is expected to grow at a CAGR of 21% between 2016 and 2020 and worth over US$37 billion by the end of the forecast period owing to the proliferation of mobile devices like tablets and smartphones and a growing number of educational apps and platforms designed for the devices.

“Game-based learning is a new trend gaining popularity in the m-education market in recent times. This learning method aims to impart knowledge through interactive sessions, and allows students to master the games for better comprehension of a topic. The repetitive nature of these games encourages individuals to learn specific skills while playing. Several smartphone manufacturers are offering apps and games incorporated with various learning elements, encouraging students for self-paced learning,” says Jhansi Mary, Lead Analyst, Education, Technavio Research.

Education apps are the key driver for the growth of the mobile education market, Technavio said, as they facilitate better learning for students and help educators to manage student and administrative data. 

Key vendors mentioned in the report include Adobe, Blackboard, Desire2Learn, LearnCast, and WizIQ. Technavio notes that the market is highly competitive and primarily dominated by large players like Adobe and Blackboard, restricting the entry of new players. The high cost of setting up an m-education infrastructure is another obstacle.

The company separately released a report on the global gamification market, which it estimates will generate revenues of US$7 billion between 2015 and 2019 - a CAGR of 48% by 2019. More companies are benefiting from investing in employee-engaging gamification techniques, Technavio said, with the ultimate aim of improving customer interaction.

“The major trends that the gamification market is witnessing are content sharing, collaboration and socialisation. Organisations are increasingly shifting towards networking sites and social media as these new platforms give instant feedback from the customers. The integration of social networks with gamification helps customers to engage in a real time conversation, which will boost the growth of the gamification market in the years to come,” says Soumya Mutsuddi, Lead Analyst, Media & Entertainment, Technavio Research.

Technavio has estimated that the enterprise-driven applications segment will account for approximately 68% of the total revenue generated during the forecast period, driven by increased awareness of gamification products and their benefits.

Major vendors in the global gamification market include Badgeville, Big Door Media, Bunchball, and Gigya. Technavio notes that the market is still nascent and so offers tremendous growth opportunities, but also much scope to improve on products.

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