Report overview
Educational game is computer software, the primary purpose of which is teaching or self-learning. Educational software is the developmental and non-developmental software which are specifically used for education. It also reflects on the technical and also instructional design for developing the courseware or educational application.
This report aims to provide a comprehensive presentation of the global market for Educational Games, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Educational Games. This report contains market size and forecasts of Educational Games in global, including the following market information:
Global Educational Games Market Revenue, 2018-2023, 2024-2032, ($ millions)
Global top five companies in 2022 (%)
The global Educational Games market was valued at US$ million in 2022 and is projected to reach US$ million by 2029, at a CAGR of % during the forecast period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
The U.S. Market is Estimated at $ Million in 2022, While China is to reach $ Million.
K-12 Educational Game Segment to Reach $ Million by 2029, with a % CAGR in next six years.
The global key manufacturers of Educational Games include LeapFrog Enterprises, Scholastic, The Learning Company, Neusoft, Wisedu, Jucheng, Kingsun, Hongen and Guangdong Dongtian Digital Technology, etc. in 2022, the global top five players have a share approximately % in terms of revenue.
We has surveyed the Educational Games companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.
Total Market by Segment:
Global Educational Games Market, by Type, 2018-2023, 2024-2032 ($ millions)
Global Educational Games Market Segment Percentages, by Type, 2022 (%)
K-12 Educational Game
University Education Game
Adult Education Game
Elderly Education Game
Global Educational Games Market, by Application, 2018-2023, 2024-2032 ($ millions)
Global Educational Games Market Segment Percentages, by Application, 2022 (%)
Quality-oriented Education
Examination-oriented Education
Global Educational Games Market, By Region and Country, 2018-2023, 2024-2032 ($ Millions)
Global Educational Games Market Segment Percentages, By Region and Country, 2022 (%)
North America
US
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Benelux
Rest of Europe
Asia
China
Japan
South Korea
Southeast Asia
India
Rest of Asia
South America
Brazil
Argentina
Rest of South America
Middle East & Africa
Turkey
Israel
Saudi Arabia
UAE
Rest of Middle East & Africa
Competitor Analysis
The report also provides analysis of leading market participants including:
Key companies Educational Games revenues in global market, 2018-2023 (estimated), ($ millions)
Key companies Educational Games revenues share in global market, 2022 (%)
Further, the report presents profiles of competitors in the market, key players include:
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
Outline of Major Chapters:
Chapter 1: Introduces the definition of Educational Games, market overview.
Chapter 2: Global Educational Games market size in revenue.
Chapter 3: Detailed analysis of Educational Games company competitive landscape, revenue and market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: Sales of Educational Games in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space of each country in the world.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 8: The main points and conclusions of the report.