Market Overview:
The global educational games market is expected to grow at a CAGR of 10.5% during the forecast period from 2018 to 2030. The increasing demand for quality-oriented education and examination-oriented education are the major factors driving the growth of this market. In addition, the growing elderly population is also propelling the demand for elderly education games, thereby contributing to the overall growth of this market. However, lack of awareness about educational games among end users is restraining its growth to some extent. Regionally, North America dominates the global educational games market due in part to technological advancements and rising adoption of digital learning methods in schools across this region.
Product Definition:
Educational Games are a type of game that is designed to teach people about a particular topic. They can be used in schools or in other settings where learning is taking place.
K-12 Educational Game:
K-12 Educational Game, it's usage.
The global K-12 educational game industry size was valued at USD 2.5 billion in 2015 and is expected to grow at a CAGR of XX% from 2016 to 2024. The increasing penetration of smartphones, tablets & laptops across the globe is one of the key factors driving demand for this industry.
University Education Game:
The University education game is a virtual tool that helps the students to learn basic English Grammar. The main objective of this game is to help the students in learning correct usage and rules of English Grammar. This educational tool also covers some other aspects including punctuation, capitalization, and commonly used words & expressions among others. It also provides tests for checking the student's progressiveness in understanding different aspects of language presented above.
Application Insights:
The quality-oriented education segment dominated the global educational games market in 2017. This can be attributed to the rising importance of student assessment and grading in various countries, such as U.S., India, China and Australia. Furthermore, governments are also encouraging schools to use these games by providing funding for them or making them free of cost. For instance, The Australian Government provides funding for teachers who purchase interactive whiteboards (IWBs) and digital projectors; however, the amount provided is not sufficient to buy all these devices simultaneously so many teachers opt for purchasing educational games that help students improve their knowledge while teaching same at a higher level than usual.
Regional Analysis:
The global educational games market is dominated by the U.S., which accounted for over 40% of the revenue share in 2017. The country has a well-established gaming industry, with many companies focusing on developing innovative digital games that can be used for education as well as entertainment purposes. Moreover, these companies are also focused on providing customized solutions to various schools and colleges around the world, thereby contributing significantly to regional growth.
Asia Pacific is expected to emerge as one of the fastest-growing regions during the forecast period owing to increasing investments from international game developers and an increase in purchasing power in countries such as China and Japan along with other Southeast Asian nations.
Growth Factors:
- Increasing demand for personalized learning: The traditional education system is not catering to the needs of every student. This has led to a rise in demand for personalized learning, which can be delivered through educational games.
- Growing popularity of gamification: Gamification is the use of game mechanics and design principles in non-game contexts to engage users and motivate them to achieve their goals. This has made educational games more fun and engaging, resulting in higher adoption rates.
- Rising focus on STEAM education: Science, Technology, Engineering, Arts & Mathematics (STEAM) education is gaining traction around the world as it helps students develop problem-solving skills and critical thinking abilities needed for future careers. Educational games that focus on STEAM subjects are seeing high adoption rates among students.
Scope Of The Report
Report Attributes
Report Details
Report Title
Educational Games Market Research Report
By Type
K-12 Educational Game, University Education Game, Adult Education Game, Elderly Education Game
By Application
Quality-oriented Education, Examination-oriented Education
By Companies
LeapFrog Enterprises, Scholastic, The Learning Company, Neusoft, Wisedu, Jucheng, Kingsun, Hongen, Guangdong Dongtian Digital Technology, Zhengfang Software, Kingosoft, Beijing China Education Star Technology, IntelHouse Technology
Regions Covered
North America, Europe, APAC, Latin America, MEA
Base Year
2021
Historical Year
2019 to 2020 (Data from 2010 can be provided as per availability)
Forecast Year
2030
Number of Pages
216
Number of Tables & Figures
152
Customization Available
Yes, the report can be customized as per your need.
Global Educational Games Market Report Segments:
The global Educational Games market is segmented on the basis of:
Types
K-12 Educational Game, University Education Game, Adult Education Game, Elderly Education Game
The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.
Applications
Quality-oriented Education, Examination-oriented Education
The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.
Some of the companies that are profiled in this report are:
- LeapFrog Enterprises
- Scholastic
- The Learning Company
- Neusoft
- Wisedu
- Jucheng
- Kingsun
- Hongen
- Guangdong Dongtian Digital Technology
- Zhengfang Software
- Kingosoft
- Beijing China Education Star Technology
- IntelHouse Technology
Highlights of The Educational Games Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- K-12 Educational Game
- University Education Game
- Adult Education Game
- Elderly Education Game
- By Application:
- Quality-oriented Education
- Examination-oriented Education
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- Government Policies, Macro & Micro economic factors are also included in the report.
We have studied the Educational Games Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.
Regional Analysis
- North America
- Europe
- Asia Pacific
- Middle East & Africa
- Latin America
Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.
The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.
How you may use our products:
- Correctly Positioning New Products
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8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- Customization of the Report Available
Frequently Asked Questions?
Educational games are video games that are designed to teach a specific skill or concept. They can be used in classrooms, homes, and other settings to help children learn. Some educational games include puzzles, word searches, and math challenges.
Some of the major companies in the educational games market are LeapFrog Enterprises, Scholastic, The Learning Company, Neusoft, Wisedu, Jucheng, Kingsun, Hongen, Guangdong Dongtian Digital Technology, Zhengfang Software, Kingosoft, Beijing China Education Star Technology, IntelHouse Technology.
The educational games market is expected to register a CAGR of 10.5%.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Educational Games Market Overview 4.1 Introduction 4.1.1 Market Taxonomy 4.1.2 Market Definition 4.1.3 Macro-Economic Factors Impacting the Market Growth 4.2 Educational Games Market Dynamics 4.2.1 Market Drivers 4.2.2 Market Restraints 4.2.3 Market Opportunity 4.3 Educational Games Market - Supply Chain Analysis 4.3.1 List of Key Suppliers 4.3.2 List of Key Distributors 4.3.3 List of Key Consumers 4.4 Key Forces Shaping the Educational Games Market 4.4.1 Bargaining Power of Suppliers 4.4.2 Bargaining Power of Buyers 4.4.3 Threat of Substitution 4.4.4 Threat of New Entrants 4.4.5 Competitive Rivalry 4.5 Global Educational Games Market Size & Forecast, 2018-2028 4.5.1 Educational Games Market Size and Y-o-Y Growth 4.5.2 Educational Games Market Absolute $ Opportunity
Chapter 5 Global Educational Games Market Analysis and Forecast by Type
5.1 Introduction
5.1.1 Key Market Trends & Growth Opportunities by Type
5.1.2 Basis Point Share (BPS) Analysis by Type
5.1.3 Absolute $ Opportunity Assessment by Type
5.2 Educational Games Market Size Forecast by Type
5.2.1 K-12 Educational Game
5.2.2 University Education Game
5.2.3 Adult Education Game
5.2.4 Elderly Education Game
5.3 Market Attractiveness Analysis by Type
Chapter 6 Global Educational Games Market Analysis and Forecast by Applications
6.1 Introduction
6.1.1 Key Market Trends & Growth Opportunities by Applications
6.1.2 Basis Point Share (BPS) Analysis by Applications
6.1.3 Absolute $ Opportunity Assessment by Applications
6.2 Educational Games Market Size Forecast by Applications
6.2.1 Quality-oriented Education
6.2.2 Examination-oriented Education
6.3 Market Attractiveness Analysis by Applications
Chapter 7 Global Educational Games Market Analysis and Forecast by Region
7.1 Introduction
7.1.1 Key Market Trends & Growth Opportunities by Region
7.1.2 Basis Point Share (BPS) Analysis by Region
7.1.3 Absolute $ Opportunity Assessment by Region
7.2 Educational Games Market Size Forecast by Region
7.2.1 North America
7.2.2 Europe
7.2.3 Asia Pacific
7.2.4 Latin America
7.2.5 Middle East & Africa (MEA)
7.3 Market Attractiveness Analysis by Region
Chapter 8 Coronavirus Disease (COVID-19) Impact
8.1 Introduction
8.2 Current & Future Impact Analysis
8.3 Economic Impact Analysis
8.4 Government Policies
8.5 Investment Scenario
Chapter 9 North America Educational Games Analysis and Forecast
9.1 Introduction
9.2 North America Educational Games Market Size Forecast by Country
9.2.1 U.S.
9.2.2 Canada
9.3 Basis Point Share (BPS) Analysis by Country
9.4 Absolute $ Opportunity Assessment by Country
9.5 Market Attractiveness Analysis by Country
9.6 North America Educational Games Market Size Forecast by Type
9.6.1 K-12 Educational Game
9.6.2 University Education Game
9.6.3 Adult Education Game
9.6.4 Elderly Education Game
9.7 Basis Point Share (BPS) Analysis by Type
9.8 Absolute $ Opportunity Assessment by Type
9.9 Market Attractiveness Analysis by Type
9.10 North America Educational Games Market Size Forecast by Applications
9.10.1 Quality-oriented Education
9.10.2 Examination-oriented Education
9.11 Basis Point Share (BPS) Analysis by Applications
9.12 Absolute $ Opportunity Assessment by Applications
9.13 Market Attractiveness Analysis by Applications
Chapter 10 Europe Educational Games Analysis and Forecast
10.1 Introduction
10.2 Europe Educational Games Market Size Forecast by Country
10.2.1 Germany
10.2.2 France
10.2.3 Italy
10.2.4 U.K.
10.2.5 Spain
10.2.6 Russia
10.2.7 Rest of Europe
10.3 Basis Point Share (BPS) Analysis by Country
10.4 Absolute $ Opportunity Assessment by Country
10.5 Market Attractiveness Analysis by Country
10.6 Europe Educational Games Market Size Forecast by Type
10.6.1 K-12 Educational Game
10.6.2 University Education Game
10.6.3 Adult Education Game
10.6.4 Elderly Education Game
10.7 Basis Point Share (BPS) Analysis by Type
10.8 Absolute $ Opportunity Assessment by Type
10.9 Market Attractiveness Analysis by Type
10.10 Europe Educational Games Market Size Forecast by Applications
10.10.1 Quality-oriented Education
10.10.2 Examination-oriented Education
10.11 Basis Point Share (BPS) Analysis by Applications
10.12 Absolute $ Opportunity Assessment by Applications
10.13 Market Attractiveness Analysis by Applications
Chapter 11 Asia Pacific Educational Games Analysis and Forecast
11.1 Introduction
11.2 Asia Pacific Educational Games Market Size Forecast by Country
11.2.1 China
11.2.2 Japan
11.2.3 South Korea
11.2.4 India
11.2.5 Australia
11.2.6 South East Asia (SEA)
11.2.7 Rest of Asia Pacific (APAC)
11.3 Basis Point Share (BPS) Analysis by Country
11.4 Absolute $ Opportunity Assessment by Country
11.5 Market Attractiveness Analysis by Country
11.6 Asia Pacific Educational Games Market Size Forecast by Type
11.6.1 K-12 Educational Game
11.6.2 University Education Game
11.6.3 Adult Education Game
11.6.4 Elderly Education Game
11.7 Basis Point Share (BPS) Analysis by Type
11.8 Absolute $ Opportunity Assessment by Type
11.9 Market Attractiveness Analysis by Type
11.10 Asia Pacific Educational Games Market Size Forecast by Applications
11.10.1 Quality-oriented Education
11.10.2 Examination-oriented Education
11.11 Basis Point Share (BPS) Analysis by Applications
11.12 Absolute $ Opportunity Assessment by Applications
11.13 Market Attractiveness Analysis by Applications
Chapter 12 Latin America Educational Games Analysis and Forecast
12.1 Introduction
12.2 Latin America Educational Games Market Size Forecast by Country
12.2.1 Brazil
12.2.2 Mexico
12.2.3 Rest of Latin America (LATAM)
12.3 Basis Point Share (BPS) Analysis by Country
12.4 Absolute $ Opportunity Assessment by Country
12.5 Market Attractiveness Analysis by Country
12.6 Latin America Educational Games Market Size Forecast by Type
12.6.1 K-12 Educational Game
12.6.2 University Education Game
12.6.3 Adult Education Game
12.6.4 Elderly Education Game
12.7 Basis Point Share (BPS) Analysis by Type
12.8 Absolute $ Opportunity Assessment by Type
12.9 Market Attractiveness Analysis by Type
12.10 Latin America Educational Games Market Size Forecast by Applications
12.10.1 Quality-oriented Education
12.10.2 Examination-oriented Education
12.11 Basis Point Share (BPS) Analysis by Applications
12.12 Absolute $ Opportunity Assessment by Applications
12.13 Market Attractiveness Analysis by Applications
Chapter 13 Middle East & Africa (MEA) Educational Games Analysis and Forecast
13.1 Introduction
13.2 Middle East & Africa (MEA) Educational Games Market Size Forecast by Country
13.2.1 Saudi Arabia
13.2.2 South Africa
13.2.3 UAE
13.2.4 Rest of Middle East & Africa (MEA)
13.3 Basis Point Share (BPS) Analysis by Country
13.4 Absolute $ Opportunity Assessment by Country
13.5 Market Attractiveness Analysis by Country
13.6 Middle East & Africa (MEA) Educational Games Market Size Forecast by Type
13.6.1 K-12 Educational Game
13.6.2 University Education Game
13.6.3 Adult Education Game
13.6.4 Elderly Education Game
13.7 Basis Point Share (BPS) Analysis by Type
13.8 Absolute $ Opportunity Assessment by Type
13.9 Market Attractiveness Analysis by Type
13.10 Middle East & Africa (MEA) Educational Games Market Size Forecast by Applications
13.10.1 Quality-oriented Education
13.10.2 Examination-oriented Education
13.11 Basis Point Share (BPS) Analysis by Applications
13.12 Absolute $ Opportunity Assessment by Applications
13.13 Market Attractiveness Analysis by Applications
Chapter 14 Competition Landscape
14.1 Educational Games Market: Competitive Dashboard
14.2 Global Educational Games Market: Market Share Analysis, 2019
14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
14.3.1 LeapFrog Enterprises
14.3.2 Scholastic
14.3.3 The Learning Company
14.3.4 Neusoft
14.3.5 Wisedu
14.3.6 Jucheng
14.3.7 Kingsun
14.3.8 Hongen
14.3.9 Guangdong Dongtian Digital Technology
14.3.10 Zhengfang Software
14.3.11 Kingosoft
14.3.12 Beijing China Education Star Technology
14.3.13 IntelHouse Technology