What is Mobile Learning?

m-Learning, Mobile Content, Authoring, deliever and tracking. Distance learning, e-learning.

Monday, August 21, 2006

Mobile Learning Content and Services Market Accelerating in the U.S., Says Ambient Insight

The so-called "iPod generation" is one of the most significant long-term factors accelerating the growth of the mobile learning content and services market in the U.S., according to an indepth study by Ambient Insight. The analysts say market conditions could hardly be more favorable. The largest buyers of mobile learning content and services will be public sector -- local, state, and federal governments -- followed by consumers. The single largest vertical demand is in the healthcare industry.

According to Ambient Insight, the current business climate for Mobile Learning products and services could hardly be more favorable. There is a very large user demographic in place; there are powerful handheld multimedia devices on the market; and the US is rolling out next-generation high-speed wireless technology at a rapid pace. These trends create very favorable market conditions for Mobile Learning suppliers.

Ambient Insights sizes the current market for Mobile Learning products and services in the US at $460.4 million. The analysts say the market is growing at a five-year compound annual growth rate (CAGR) of 27.3% and will reach $1.5 billion by 2011.

The largest revenue opportunity for suppliers throughout the forecast period is the demand for Mobile Learning packaged content. The second largest revenue opportunity for suppliers is the demand for content development services and content conversion services.

In its new research study, Ambient Insights cites several major growth factors drivers in the U.S. Mobile Learning market. Highlights include:

-- Content developers and publishers are aggressively converting legacy content and developing new rich multimedia Mobile Learning content

-- The rapid evolution of powerful convergent and connected wireless handheld devices with mobile Web browsers

-- The availability of advanced mobile operating systems, robust mobile application software, and rich client interfaces

-- User interface technology that overcomes the limitations of the small device footprint of most handheld devices

-- The aggressive continuation of the rollout of third-generation (3G) cellular networks in the US that began in 2005

-- The rollout of fixed wireless broadband (such as WiMAX) in 2006-2007

The amount of mobile content on the market is growing exponentially. There are now waves of mobile content hitting the market including music, radio, TV, ebooks, audiobooks, podcasts, mobile Web sites, social networking sites, mobile blogs, movies, phonecasting and video conferencing, news, search, advertising, and rich interactive games. Mobile Learning content is one of the products arriving on these waves.

About the market research study

Ambient Insights' 64-page research study, "The US Market for Mobile Learning Products and Services: 2006-2011 Forecast and Analysis", forecasts the expenditures for Mobile Learning products and services across seven customer buying segments: consumer, corporations and businesses, federal government, state and local government, PreK-12 academic, higher education, and non-profits and associations.

Six major types of Mobile Learning products are included in the forecast: software tools, mobile decision support, packaged content, location-based learning, services, and hardware-based technology. There are many variations of each of these products and they are broken out in this forecast when necessary.

Mobile Learning packaged content is broken out by seven additional subcategories in this report: audio books, ebook learning & reference, language learning, exam prep, general training, handheld educational gaming, and tutoring content.

The suppliers covered in this report include: Adobe Macromedia, AcroDesign Technologies, ActSoft, Apple, Audible, Audience Voting, Blackboard, BuddyPing, Cerner, CP Wireless Audience Response, Dallas Semiconductor, DodgeBal, eInstruction, FieldCentrix, Fleetwood, Global Knowledge, Go Test Go, Groenstedt Group, GTCO CalComp, Guide by Cell, Herecast, Hot Lava Software, Hyper Interactive Teaching Technology (H-ITT), Incentivize Solutions, Intelligent Spatial Technologies, Kallisto Productions, LearningSoft, LearnStar, Lexi-Comp, Linguatronics, Lingvosoft, Libsyn, Lynda.com, The Maxwell Group, MentorMate, Meridia Audience Response, Microsoft, Microvision, Museum411, NetLibrary, Nokia, No Island Media, One True Media, OnPoint Digital, PaperClick, Perago, PodOmatic, Pod2Mobile, Questionmark, Questra, Quick Tally Interactive Systems, Quizdom, Rabble, Random House, Reed Elsevier, Ripple Training, Salesforce.com, Samsung, SAT, Sendia, Socialight, Spatial Adventures, Spotlight Mobile, SquareLoop, Still Motion Media, StoryQuest, StreetHive, Tegrity, Sun Microsystems, Thomson Learning, Trinity Workplace Learning, Turning Technologies, TwigPod Productions, Waterhouse Group, WeComply, WideRay, Wireless Generation, and Zipit.

http://www.tekrati.com/research/News.asp?id=7146

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