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PUBLISHER: Bizwit Research & Consulting LLP | PRODUCT CODE: 1886216

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PUBLISHER: Bizwit Research & Consulting LLP | PRODUCT CODE: 1886216

Global Kids Educational Games Market Size study & Forecast, by Product, by Type, and Application and Regional Forecasts 2025-2035

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The Global Kids Educational Games Market is valued at approximately USD 25.4 billion in 2024 and is poised to expand at a remarkable CAGR of 22.597% over the forecast period 2025-2035. Educational games for children are increasingly employed to enhance learning outcomes, offering interactive, engaging, and cognitively stimulating experiences. These games, ranging from subject-specific to language learning tools, blend pedagogy with entertainment, fostering knowledge retention, critical thinking, and problem-solving skills. The market's growth is propelled by rising digital adoption among children, government and institutional support for e-learning, and the integration of gamification techniques into educational frameworks, which collectively redefine conventional learning methodologies.

The demand for children's educational games has surged as parents and educators emphasize personalized and adaptive learning experiences. With the proliferation of mobile devices, tablets, and interactive platforms, developers are increasingly leveraging AI, augmented reality (AR), and analytics-driven insights to create immersive educational experiences. The market simultaneously faces challenges, including content localization, device accessibility disparities, and maintaining pedagogical effectiveness while keeping engagement high. Nonetheless, innovation-driven game development continues to unlock new avenues for market expansion.

The detailed segments and sub-segments included in the report are:

By Product:

  • Subject-Specific Games
  • Language Learning Games

By Type:

  • Strategy Games
  • Math Games
  • Puzzle Games

By Application:

  • Quality-Oriented Education
  • Examination-Oriented Education

By Region:

North America

  • U.S.
  • Canada

Europe

  • UK
  • Germany
  • France
  • Spain
  • Italy
  • ROE

Asia Pacific

  • China
  • India
  • Japan
  • Australia
  • South Korea
  • RoAPAC

Latin America

  • Brazil
  • Mexico

Middle East & Africa

  • UAE
  • Saudi Arabia
  • South Africa
  • Rest of Middle East & Africa

Subject-Specific Games Expected to Dominate the Market

Subject-specific games are projected to hold the largest share of the market, primarily due to their alignment with academic curricula and their ability to facilitate targeted learning outcomes. These games allow children to explore concepts in science, mathematics, and languages through interactive challenges, making learning both effective and enjoyable. While subject-specific games dominate in terms of adoption, language learning games are witnessing accelerated uptake, reflecting the global emphasis on multilingual proficiency and the integration of cross-cultural learning experiences.

Strategy Games Lead in Revenue Contribution

From a type perspective, strategy games currently generate the highest revenue share, owing to their ability to enhance critical thinking, problem-solving, and cognitive development. Math and puzzle games, although slightly lower in revenue, remain crucial for their role in reinforcing foundational skills and logical reasoning abilities. The diversified product portfolio within the market highlights the dynamic balance between educational value, engagement, and revenue generation potential.

North America led the market in 2025, driven by advanced educational infrastructure, high digital penetration, and early adoption of interactive learning solutions. Asia Pacific is anticipated to be the fastest-growing region during the forecast period, bolstered by increasing investments in digital education, growing internet penetration, and strong governmental initiatives to enhance learning outcomes in countries like China and India. Europe exhibits stable growth due to structured educational programs, while Latin America and the Middle East & Africa are gradually emerging as promising markets with expanding access to technology-enabled learning solutions.

Major market players included in this report are:

  • LeapFrog Enterprises, Inc.
  • Knowledge Adventure
  • Kahoot! ASA
  • BYJU'S
  • BrainPOP
  • Osmo (Tangible Play)
  • Ubisoft Education
  • Mattel, Inc.
  • LEGO Education
  • EduPad
  • Smartivity
  • Funbrain
  • Edmodo
  • Toca Boca
  • ABCmouse (Age of Learning, Inc.)

Global Kids Educational Games Market Report Scope:

  • Historical Data - 2023, 2024
  • Base Year for Estimation - 2024
  • Forecast period - 2025-2035
  • Report Coverage - Revenue forecast, Company Ranking, Competitive Landscape, Growth factors, and Trends
  • Regional Scope - North America; Europe; Asia Pacific; Latin America; Middle East & Africa
  • Customization Scope - Free report customization (equivalent to up to 8 analysts' working hours) with purchase. Addition or alteration to country, regional & segment scope*

The objective of the study is to define market sizes of different segments and countries in recent years and to forecast the values for the coming years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within the countries involved in the study. It also provides detailed information on key growth drivers, challenges, emerging opportunities in micro-markets, alongside an in-depth analysis of the competitive landscape and product portfolios of leading players.

Key Takeaways:

  • Market Estimates & Forecast for 10 years from 2025 to 2035.
  • Annualized revenues and regional-level analysis for each market segment.
  • Detailed analysis of the geographical landscape with country-level insights.
  • Competitive landscape with information on major players in the market.
  • Evaluation of key business strategies and recommendations on future market approach.
  • Assessment of competitive structure within the market.
  • Demand and supply side analysis of the market.

Table of Contents

Chapter 1. Global Kids Educational Games Market Report Scope & Methodology

  • 1.1. Research Objective
  • 1.2. Research Methodology
    • 1.2.1. Forecast Model
    • 1.2.2. Desk Research
    • 1.2.3. Top Down and Bottom-Up Approach
  • 1.3. Research Attributes
  • 1.4. Scope of the Study
    • 1.4.1. Market Definition
    • 1.4.2. Market Segmentation
  • 1.5. Research Assumption
    • 1.5.1. Inclusion & Exclusion
    • 1.5.2. Limitations
    • 1.5.3. Years Considered for the Study

Chapter 2. Executive Summary

  • 2.1. CEO/CXO Standpoint
  • 2.2. Strategic Insights
  • 2.3. ESG Analysis
  • 2.4. key Findings

Chapter 3. Global Kids Educational Games Market Forces Analysis

  • 3.1. Market Forces Shaping The Global Kids Educational Games Market (2024-2035)
  • 3.2. Drivers
    • 3.2.1. rising digital adoption among children
    • 3.2.2. government and institutional support for e-learning
  • 3.3. Restraints
    • 3.3.1. content localization and device accessibility disparities
  • 3.4. Opportunities
    • 3.4.1. integration of gamification techniques into educational frameworks

Chapter 4. Global Kids Educational Games Industry Analysis

  • 4.1. Porter's 5 Forces Model
    • 4.1.1. Bargaining Power of Buyer
    • 4.1.2. Bargaining Power of Supplier
    • 4.1.3. Threat of New Entrants
    • 4.1.4. Threat of Substitutes
    • 4.1.5. Competitive Rivalry
  • 4.2. Porter's 5 Force Forecast Model (2024-2035)
  • 4.3. PESTEL Analysis
    • 4.3.1. Political
    • 4.3.2. Economical
    • 4.3.3. Social
    • 4.3.4. Technological
    • 4.3.5. Environmental
    • 4.3.6. Legal
  • 4.4. Top Investment Opportunities
  • 4.5. Top Winning Strategies (2025)
  • 4.6. Market Share Analysis (2024-2025)
  • 4.7. Global Pricing Analysis And Trends 2025
  • 4.8. Analyst Recommendation & Conclusion

Chapter 5. Global Kids Educational Games Market Size & Forecasts by Product 2025-2035

  • 5.1. Market Overview
  • 5.2. Global Kids Educational Games Market Performance - Potential Analysis (2025)
  • 5.3. Subject-Specific Games
    • 5.3.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 5.3.2. Market size analysis, by region, 2025-2035
  • 5.4. Language Learning Games
    • 5.4.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 5.4.2. Market size analysis, by region, 2025-2035

Chapter 6. Global Kids Educational Games Market Size & Forecasts by Type 2025-2035

  • 6.1. Market Overview
  • 6.2. Global Kids Educational Games Market Performance - Potential Analysis (2025)
  • 6.3. Strategy Games
    • 6.3.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 6.3.2. Market size analysis, by region, 2025-2035
  • 6.4. Math Games
    • 6.4.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 6.4.2. Market size analysis, by region, 2025-2035
  • 6.5. Puzzle Games
    • 6.5.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 6.5.2. Market size analysis, by region, 2025-2035

Chapter 7. Global Kids Educational Games Market Size & Forecasts by Application 2025-2035

  • 7.1. Market Overview
  • 7.2. Global Kids Educational Games Market Performance - Potential Analysis (2025)
  • 7.3. Quality-Oriented Education
    • 7.3.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 7.3.2. Market size analysis, by region, 2025-2035
  • 7.4. Examination-Oriented Education
    • 7.4.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 7.4.2. Market size analysis, by region, 2025-2035

Chapter 8. Global Kids Educational Games Market Size & Forecasts by Region 2025-2035

  • 8.1. Growth Kids Educational Games Market, Regional Market Snapshot
  • 8.2. Top Leading & Emerging Countries
  • 8.3. North America Kids Educational Games Market
    • 8.3.1. U.S. Kids Educational Games Market
      • 8.3.1.1. Product breakdown size & forecasts, 2025-2035
      • 8.3.1.2. Type breakdown size & forecasts, 2025-2035
      • 8.3.1.3. Application breakdown size & forecasts, 2025-2035
    • 8.3.2. Canada Kids Educational Games Market
      • 8.3.2.1. Product breakdown size & forecasts, 2025-2035
      • 8.3.2.2. Type breakdown size & forecasts, 2025-2035
      • 8.3.2.3. Application breakdown size & forecasts, 2025-2035
  • 8.4. Europe Kids Educational Games Market
    • 8.4.1. UK Kids Educational Games Market
      • 8.4.1.1. Product breakdown size & forecasts, 2025-2035
      • 8.4.1.2. Type breakdown size & forecasts, 2025-2035
      • 8.4.1.3. Application breakdown size & forecasts, 2025-2035
    • 8.4.2. Germany Kids Educational Games Market
      • 8.4.2.1. Product breakdown size & forecasts, 2025-2035
      • 8.4.2.2. Type breakdown size & forecasts, 2025-2035
      • 8.4.2.3. Application breakdown size & forecasts, 2025-2035
    • 8.4.3. France Kids Educational Games Market
      • 8.4.3.1. Product breakdown size & forecasts, 2025-2035
      • 8.4.3.2. Type breakdown size & forecasts, 2025-2035
      • 8.4.3.3. Application breakdown size & forecasts, 2025-2035
    • 8.4.4. Spain Kids Educational Games Market
      • 8.4.4.1. Product breakdown size & forecasts, 2025-2035
      • 8.4.4.2. Type breakdown size & forecasts, 2025-2035
      • 8.4.4.3. Application breakdown size & forecasts, 2025-2035
    • 8.4.5. Italy Kids Educational Games Market
      • 8.4.5.1. Product breakdown size & forecasts, 2025-2035
      • 8.4.5.2. Type breakdown size & forecasts, 2025-2035
      • 8.4.5.3. Application breakdown size & forecasts, 2025-2035
    • 8.4.6. Rest of Europe Kids Educational Games Market
      • 8.4.6.1. Product breakdown size & forecasts, 2025-2035
      • 8.4.6.2. Type breakdown size & forecasts, 2025-2035
      • 8.4.6.3. Application breakdown size & forecasts, 2025-2035
  • 8.5. Asia Pacific Kids Educational Games Market
    • 8.5.1. China Kids Educational Games Market
      • 8.5.1.1. Product breakdown size & forecasts, 2025-2035
      • 8.5.1.2. Type breakdown size & forecasts, 2025-2035
      • 8.5.1.3. Application breakdown size & forecasts, 2025-2035
    • 8.5.2. India Kids Educational Games Market
      • 8.5.2.1. Product breakdown size & forecasts, 2025-2035
      • 8.5.2.2. Type breakdown size & forecasts, 2025-2035
      • 8.5.2.3. Application breakdown size & forecasts, 2025-2035
    • 8.5.3. Japan Kids Educational Games Market
      • 8.5.3.1. Product breakdown size & forecasts, 2025-2035
      • 8.5.3.2. Type breakdown size & forecasts, 2025-2035
      • 8.5.3.3. Application breakdown size & forecasts, 2025-2035
    • 8.5.4. Australia Kids Educational Games Market
      • 8.5.4.1. Product breakdown size & forecasts, 2025-2035
      • 8.5.4.2. Type breakdown size & forecasts, 2025-2035
      • 8.5.4.3. Application breakdown size & forecasts, 2025-2035
    • 8.5.5. South Korea Kids Educational Games Market
      • 8.5.5.1. Product breakdown size & forecasts, 2025-2035
      • 8.5.5.2. Type breakdown size & forecasts, 2025-2035
      • 8.5.5.3. Application breakdown size & forecasts, 2025-2035
    • 8.5.6. Rest of APAC Kids Educational Games Market
      • 8.5.6.1. Product breakdown size & forecasts, 2025-2035
      • 8.5.6.2. Type breakdown size & forecasts, 2025-2035
      • 8.5.6.3. Application breakdown size & forecasts, 2025-2035
  • 8.6. Latin America Kids Educational Games Market
    • 8.6.1. Brazil Kids Educational Games Market
      • 8.6.1.1. Product breakdown size & forecasts, 2025-2035
      • 8.6.1.2. Type breakdown size & forecasts, 2025-2035
      • 8.6.1.3. Application breakdown size & forecasts, 2025-2035
    • 8.6.2. Mexico Kids Educational Games Market
      • 8.6.2.1. Product breakdown size & forecasts, 2025-2035
      • 8.6.2.2. Type breakdown size & forecasts, 2025-2035
      • 8.6.2.3. Application breakdown size & forecasts, 2025-2035
  • 8.7. Middle East and Africa Kids Educational Games Market
    • 8.7.1. UAE Kids Educational Games Market
      • 8.7.1.1. Product breakdown size & forecasts, 2025-2035
      • 8.7.1.2. Type breakdown size & forecasts, 2025-2035
      • 8.7.1.3. Application breakdown size & forecasts, 2025-2035
    • 8.7.2. Saudi Arabia (KSA) Kids Educational Games Market
      • 8.7.2.1. Product breakdown size & forecasts, 2025-2035
      • 8.7.2.2. Type breakdown size & forecasts, 2025-2035
      • 8.7.2.3. Application breakdown size & forecasts, 2025-2035
    • 8.7.3. South Africa Kids Educational Games Market
      • 8.7.3.1. Product breakdown size & forecasts, 2025-2035
      • 8.7.3.2. Type breakdown size & forecasts, 2025-2035
      • 8.7.3.3. Application breakdown size & forecasts, 2025-2035

Chapter 9. Competitive Intelligence

  • 9.1. Top Market Strategies
  • 9.2. LeapFrog Enterprises, Inc.
    • 9.2.1. Company Overview
    • 9.2.2. Key Executives
    • 9.2.3. Company Snapshot
    • 9.2.4. Financial Performance (Subject to Data Availability)
    • 9.2.5. Product/Services Port
    • 9.2.6. Recent Development
    • 9.2.7. Market Strategies
    • 9.2.8. SWOT Analysis
  • 9.3. Knowledge Adventure
  • 9.4. Kahoot! ASA
  • 9.5. BYJU'S
  • 9.6. BrainPOP
  • 9.7. Osmo (Tangible Play)
  • 9.8. Ubisoft Education
  • 9.9. Mattel, Inc.
  • 9.10. LEGO Education
  • 9.11. EduPad
  • 9.12. Smartivity
  • 9.13. Funbrain
  • 9.14. Edmodo
  • 9.15. Toca Boca
  • 9.16. ABCmouse (Age of Learning, Inc.)
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