Market Overview:
The global online gaming edutainment market is expected to grow at a CAGR of 10.8% during the forecast period from 2018 to 2030. The growth in this market can be attributed to the increasing demand for online gaming edutainment among children, teenagers, young adults, and adults. In addition, the growing popularity of free-to-play games and the increasing adoption of virtual reality (VR) technology are also contributing to the growth of this market. However, factors such as high development costs and lack of awareness about online gaming edutainment are restraining the growth of this market. Based on type, the global online gaming edutainment market can be segmented into free-to-play games and pay-in-play games. The free-to-play games segment is expected to account for a larger share than the pay-in play games segment duringthe forecast period from 2018 to 2030.
Product Definition:
Online Gaming Edutainment (OGE) is a type of online game that provides an educational experience while players are entertained. OGE can be used in classrooms to help students learn new information, practice skills, and have fun. OGE can also be used by parents at home to help their children learn new things.
Free-to-Play Games:
Free-to-play games are a type of online game that does not require the users to pay a upfront cost for its usage. In this type of game, the players can play the game without paying any costs and can also use in-game credits or buy virtual currency to enhance their gaming experience. The concept of free-to-play games was first introduced into massively multiplayer online role playing games (MMORPGs).
Pay-in-Play Games:
Pay-in-Play Games (PIPG) are games that can be played for fun or for money. The concept of pay-in-play games is not new; however, the implementation has been evolving over time. In a traditional gaming environment, users would have to purchase a game license and hardware in order to play the game on their console at home.
Application Insights:
Based on application, the global online gaming edutainment market has been segmented into children, teenager and young adult and adult. The child application segment held the largest share of over 60% in 2017. This is attributed to increasing usage of smartphones and tablets worldwide as well as growing availability of online games for kids. Furthermore, many game developers are focusing on developing educational games that provide knowledge about various subjects such as history, geography or mathematics through gameplaying which is boosting the growth of this segment significantly.
The teenage application segment is expected to grow at a significant rate during the forecast period owing to rising awareness regarding online gaming among teenagers coupled with easy access provided by internet cafes and mobile phone stores worldwide.
Regional Analysis:
North America dominated the global online gaming edutainment market in 2017. North America has a large number of casinos offering free games to players. The region is home to some of the most popular and well-established casino brands, such as Caesars Entertainment Corporation; MGM Resorts International; and Boyd Gaming Corporation. These companies offer various types of games across different platforms, which enables users access to edutainment content for free or at low cost.
Asia Pacific is expected to emerge as one of the fastest growing regions over the forecast period owing to increasing disposable income levels among middle-class groups and rising popularity among working professionals for leisure activities that offer educational value along with fun & excitement.
Growth Factors:
- Increasing demand for online gaming among the youth population
- Proliferation of smartphones and other mobile devices that support gaming
- Advent of new technologies and platforms that enhance the gaming experience
- Growing trend of social media integration in games for enhanced interactivity
- Rising popularity of eSports as a spectator sport
Scope Of The Report
Report Attributes
Report Details
Report Title
Online Gaming Edutainment Market Research Report
By Type
Free-to-Play Games, Pay-in-Play Games
By Application
Children (0-12), Teenager (13-18), Young Adult (19-25), Adult (25+)
By Companies
Peak, King Digital Entertainment, Disney, Microsoft Corporation, Sony Corporation, Legoland Discovery Center, Kidzania, Plabo, Kidz Holding S.A.L, Activision Blizzard, Ubisoft Entertainment SA, Sega Corporation, Pororo Park Singapore
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
247
Number of Tables & Figures
173
Customization Available
Yes, the report can be customized as per your need.
Global Online Gaming Edutainment Market Report Segments:
The global Online Gaming Edutainment market is segmented on the basis of:
Types
Free-to-Play Games, Pay-in-Play Games
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
Children (0-12), Teenager (13-18), Young Adult (19-25), Adult (25+)
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:
- Peak
- King Digital Entertainment
- Disney
- Microsoft Corporation
- Sony Corporation
- Legoland Discovery Center
- Kidzania
- Plabo
- Kidz Holding S.A.L
- Activision Blizzard
- Ubisoft Entertainment SA
- Sega Corporation
- Pororo Park Singapore
Highlights of The Online Gaming Edutainment 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:
- Free-to-Play Games
- Pay-in-Play Games
- By Application:
- Children (0-12)
- Teenager (13-18)
- Young Adult (19-25)
- Adult (25+)
- 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 Online Gaming Edutainment 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?
Online gaming edutainment is a type of entertainment that uses video games as an educational tool. It can be used to teach children about different topics, such as math, science, history, and geography.
Some of the major players in the online gaming edutainment market are Peak, King Digital Entertainment, Disney, Microsoft Corporation, Sony Corporation, Legoland Discovery Center, Kidzania, Plabo, Kidz Holding S.A.L, Activision Blizzard, Ubisoft Entertainment SA, Sega Corporation, Pororo Park Singapore.
The online gaming edutainment market is expected to register a CAGR of 10.8%.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Online Gaming Edutainment 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 Online Gaming Edutainment Market Dynamics 4.2.1 Market Drivers 4.2.2 Market Restraints 4.2.3 Market Opportunity 4.3 Online Gaming Edutainment 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 Online Gaming Edutainment 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 Online Gaming Edutainment Market Size & Forecast, 2018-2028 4.5.1 Online Gaming Edutainment Market Size and Y-o-Y Growth 4.5.2 Online Gaming Edutainment Market Absolute $ Opportunity
Chapter 5 Global Online Gaming Edutainment 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 Online Gaming Edutainment Market Size Forecast by Type
5.2.1 Free-to-Play Games
5.2.2 Pay-in-Play Games
5.3 Market Attractiveness Analysis by Type
Chapter 6 Global Online Gaming Edutainment 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 Online Gaming Edutainment Market Size Forecast by Applications
6.2.1 Children (0-12)
6.2.2 Teenager (13-18)
6.2.3 Young Adult (19-25)
6.2.4 Adult (25+)
6.3 Market Attractiveness Analysis by Applications
Chapter 7 Global Online Gaming Edutainment 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 Online Gaming Edutainment 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 Online Gaming Edutainment Analysis and Forecast
9.1 Introduction
9.2 North America Online Gaming Edutainment 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 Online Gaming Edutainment Market Size Forecast by Type
9.6.1 Free-to-Play Games
9.6.2 Pay-in-Play Games
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 Online Gaming Edutainment Market Size Forecast by Applications
9.10.1 Children (0-12)
9.10.2 Teenager (13-18)
9.10.3 Young Adult (19-25)
9.10.4 Adult (25+)
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 Online Gaming Edutainment Analysis and Forecast
10.1 Introduction
10.2 Europe Online Gaming Edutainment 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 Online Gaming Edutainment Market Size Forecast by Type
10.6.1 Free-to-Play Games
10.6.2 Pay-in-Play Games
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 Online Gaming Edutainment Market Size Forecast by Applications
10.10.1 Children (0-12)
10.10.2 Teenager (13-18)
10.10.3 Young Adult (19-25)
10.10.4 Adult (25+)
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 Online Gaming Edutainment Analysis and Forecast
11.1 Introduction
11.2 Asia Pacific Online Gaming Edutainment 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 Online Gaming Edutainment Market Size Forecast by Type
11.6.1 Free-to-Play Games
11.6.2 Pay-in-Play Games
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 Online Gaming Edutainment Market Size Forecast by Applications
11.10.1 Children (0-12)
11.10.2 Teenager (13-18)
11.10.3 Young Adult (19-25)
11.10.4 Adult (25+)
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 Online Gaming Edutainment Analysis and Forecast
12.1 Introduction
12.2 Latin America Online Gaming Edutainment 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 Online Gaming Edutainment Market Size Forecast by Type
12.6.1 Free-to-Play Games
12.6.2 Pay-in-Play Games
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 Online Gaming Edutainment Market Size Forecast by Applications
12.10.1 Children (0-12)
12.10.2 Teenager (13-18)
12.10.3 Young Adult (19-25)
12.10.4 Adult (25+)
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) Online Gaming Edutainment Analysis and Forecast
13.1 Introduction
13.2 Middle East & Africa (MEA) Online Gaming Edutainment 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) Online Gaming Edutainment Market Size Forecast by Type
13.6.1 Free-to-Play Games
13.6.2 Pay-in-Play Games
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) Online Gaming Edutainment Market Size Forecast by Applications
13.10.1 Children (0-12)
13.10.2 Teenager (13-18)
13.10.3 Young Adult (19-25)
13.10.4 Adult (25+)
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 Online Gaming Edutainment Market: Competitive Dashboard
14.2 Global Online Gaming Edutainment Market: Market Share Analysis, 2019
14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
14.3.1 Peak
14.3.2 King Digital Entertainment
14.3.3 Disney
14.3.4 Microsoft Corporation
14.3.5 Sony Corporation
14.3.6 Legoland Discovery Center
14.3.7 Kidzania
14.3.8 Plabo
14.3.9 Kidz Holding S.A.L
14.3.10 Activision Blizzard
14.3.11 Ubisoft Entertainment SA
14.3.12 Sega Corporation
14.3.13 Pororo Park Singapore