Toronto (CA), December 2016 - The newly released eLearning Market Trends and Forecast 2017-2021 report by Docebo, a leading learning-management-system provider, addresses the emerging technology, new learning trends, and evolving business needs that will shape the eLearning industry for the next five years.
The eLearning market is predicted to experience significant global growth over the next five years, largely driven by advances in technology, evolving business needs, and a number of emerging learning-and-development trends, according to Docebo's newly released research report: eLearning Market Trends and Forecast 2017-2021.
"This report pulls together metrics and insights from a wide variety of sources, including leading analyst voices in the industry," says Kristy Sadler, Chief Marketing Officer at Docebo.
Among the most valuable insights are projected revenue numbers for the eLearning industry, the top learning technology priorities, L&D budget allocation information, and anticipated industry drivers and growth analyzed by geographic region.
The report is designed to be a resource for learning-and-development professionals to contextualize their chosen approaches within the larger global landscape of eLearning.
"We've tried to create a complete overview of both the current state and the future of the eLearning marketplace," explains Sadler. "This report will help learning-and-development professionals understand how they can best take advantage of emerging trends in their industry."
Highlights of the report include
- sizing up the global eLearning market, from budget allocations to growth drivers
key insight: The global corporate eLearning market is projected to reach an approximate revenue of USD $31 billion by the end of 2020. [Technavio, Global Corporate eLearning Market 2016-2020]
- continuing trends in eLearning, including social and mobile learning, micro-learning, and corporate MOOCs
key insight: Social and collaborative tools, followed closely by mobile delivery, lead the pack in the list of top learning-technology priorities [Brandon Hall Group, 2016 Learning Technology Study]
- assessing disruptive technologies such as gamification and the rise of wearables
key insight: Worldwide revenues for game-based learning products reached $2.6 billion in 2016 and are predicted to surge to $7.3 billion by 2021. [Ambient Insight, The 2016-2021 Global Game-Based Learning Market]
The amalgamation of this research enables readers to make informed decisions about their own learning strategies and programs, thus increasing successful training outcomes and improved business performance.