Picture
SEARCH
What are you looking for?
Need help finding what you are looking for? Contact Us
Compare

PUBLISHER: SkyQuest | PRODUCT CODE: 1865247

Cover Image

PUBLISHER: SkyQuest | PRODUCT CODE: 1865247

Educational Games Market Size, Share, and Growth Analysis, By Age Group (Preschool, Primary School ), By Learning Objectives, By Target Audience, By Region - Industry Forecast 2025-2032

PUBLISHED:
PAGES: 189 Pages
DELIVERY TIME: 3-5 business days
SELECT AN OPTION
PDF & Excel (Single User License)
USD 5300
PDF & Excel (Multiple User License)
USD 6200
PDF & Excel (Enterprise License)
USD 7100

Add to Cart

Global Educational Games Market size was valued at USD 4.8 billion in 2023 and is poised to grow from USD 5.32 billion in 2024 to USD 12.18 billion by 2032, growing at a CAGR of 10.9% during the forecast period (2025-2032).

The global educational games market is experiencing significant growth driven by a shift towards digital learning. Educational institutions, including schools and training centers, are increasingly adopting gamified tools to enhance traditional teaching, aiming to boost student engagement, critical thinking, and knowledge retention. These games leverage storytelling and interactive challenges, making learning both enjoyable and effective. Institutions are investing substantially in game-based platforms, while developers innovate to offer tailored, adaptive educational solutions. Additionally, the widespread use of smartphones and tablets, coupled with affordable internet access, facilitates learning beyond the classroom. Parents are embracing gamified apps for at-home education, fostering continuous engagement. This convergence of institutional demand and mobile adoption is propelling the educational games sector's expansion on a global scale.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Educational Games market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global Educational Games Market Segments Analysis

Global Educational Games Market is segmented by Age Group, Learning Objectives, Target Audience and region. Based on Age Group, the market is segmented into Preschool (0-5 years), Primary School (6-12 years), Teenagers (13-19 years) and Adults (20+ years). Based on Learning Objectives, the market is segmented into Language Acquisition, Mathematics Skills-1, Science & Technology Understanding-2 and Social-Emotional Learning. Based on Target Audience, the market is segmented into Students, Teachers & Educators, Parents & Guardians and Institutional Buyers. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Global Educational Games Market

One of the key market drivers for the Global Educational Games Market is the increasing demand for innovative learning solutions that engage students and enhance educational outcomes. The rise of digital technology in classrooms and the growing acceptance of gamification as a pedagogical tool are transforming traditional learning methods. Educational games not only make learning fun and interactive but also cater to diverse learning styles, enabling personalized education experiences. Moreover, the accessibility of mobile devices and the internet allows for widespread adoption, fostering an environment where students can learn at their own pace, thereby driving the growth of the educational games sector.

Restraints in the Global Educational Games Market

A significant market restraint for the Global Educational Games Market is the limited access to technology, particularly in underdeveloped and rural areas. Many potential users, including schools and students, lack the necessary devices and stable internet connectivity to effectively engage with digital educational games. This digital divide hinders the adoption and integration of educational gaming solutions, ultimately limiting market growth. Additionally, the varying levels of technological literacy among educators and students can further impede the effective implementation of these games in learning environments, creating barriers that companies must navigate in order to expand their reach and impact effectively.

Market Trends of the Global Educational Games Market

The global educational games market is experiencing a significant shift towards the integration of immersive technologies, including augmented reality (AR), virtual reality (VR), and artificial intelligence (AI). This trend is revolutionizing learning experiences by creating interactive and engaging environments that promote higher levels of student participation and comprehension. As educational institutions increasingly adopt gamified approaches, these technologies are enhancing teaching outcomes and nurturing essential cognitive skills. Furthermore, the transformation of conventional classrooms into vibrant, immersive learning spaces reflects a broader movement towards innovative educational practices, ultimately driving growth and interest in the educational games sector worldwide.

Product Code: SQMIG25R2042

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis

Global Educational Games Market Size by Age Group & CAGR (2025-2032)

  • Market Overview
  • Preschool (0-5 years)
  • Primary School (6-12 years)
  • Teenagers (13-19 years)
  • Adults (20+ years)

Global Educational Games Market Size by Learning Objectives & CAGR (2025-2032)

  • Market Overview
  • Language Acquisition
  • Mathematics Skills-1
  • Science & Technology Understanding-2
  • Social-Emotional Learning

Global Educational Games Market Size by Target Audience & CAGR (2025-2032)

  • Market Overview
  • Students
  • Teachers & Educators
  • Parents & Guardians
  • Institutional Buyers

Global Educational Games Market Size & CAGR (2025-2032)

  • North America (Age Group, Learning Objectives, Target Audience)
    • US
    • Canada
  • Europe (Age Group, Learning Objectives, Target Audience)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Age Group, Learning Objectives, Target Audience)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Age Group, Learning Objectives, Target Audience)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Age Group, Learning Objectives, Target Audience)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

Key Company Profiles

  • Prodigy Education (Canada)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Tynker (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Osmo (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Filament Games (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • ABCmouse (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • BrainPOP (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Lingokids (Spain)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • PBS Kids (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Kahoot! (Norway)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Savivo (Denmark)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • The LEGO Group (Denmark)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Discovery Education (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Promethean (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Ellucian (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • MarcoPolo Learning (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations

Have a question?
Picture

Jeroen Van Heghe

Manager - EMEA

+32-2-535-7543

Picture

Christine Sirois

Manager - Americas

+1-860-674-8796

Questions? Please give us a call or visit the contact form.
Hi, how can we help?
Contact us!