About Online Gaming Edutainment
Online gaming edutainment is a form of entertainment in which parent’s support and guide children to develop their creativity and relationships. This online edutainment describes any video game that offers online interactions with other players. They provide online interactions with number of themes. This online gaming edutainment is essential for parents to encourage safe and healthy habits in children and technology from a young age. Students are able to gain learning activities and strategic testing. Thus, the demand for online gaming edutainment has been increased.
Attributes | Details |
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Study Period | 2018-2030 |
Base Year | 2023 |
Unit | Value (USD Million) |
The market of Online Gaming Edutainment is expected to grow with rising demand for children’s. Several companies are operating in the market to provide Online Gaming Edutainment with multiple functioning. The market is highly fragmented with the presence of several market players. They are gaining attention owing to their innovative and novel portfolio. In addition, market profitability is attracting new entrant which is turn impacted on competitive rivalry. Established and emerging Vendors should take a closer view at their existing organizations and reinvent traditional business and operating models to adapt to the future.
King Digital Entertainment (Sweden), Microsoft Corporation (United States), Disney (United States), Sony Corporation (Japan), Kidzania (Mexico), Legoland Discovery Center (United States), Plabo (India), Activision Blizzard (United States), Sega Corporation (Japan) and Ubisoft Entertainment SA (France) are some of the key players that are part of study coverage.
Segmentation Overview
AMA Research has segmented the market of Global Online Gaming Edutainment market by Type (Mobile Games, Pay-to-Play Games and Pay-in-Play Games), Application (Children, Teenager, Young Adult and Adult) and Region.
On the basis of geography, the market of Online Gaming Edutainment has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico). If we see Market by Category, the sub-segment i.e. Interactive will boost the Online Gaming Edutainment market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth. If we see Market by Offerings, the sub-segment i.e. Subject Based will boost the Online Gaming Edutainment market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth.
Influencing Trend:
Augmenting Preference Theme Based Mobile Based Games
Market Growth Drivers:
Rising Preference towards Learning Process in Education and Increasing Popularity of Theme based Gaming among Children’s
Challenges:
Issue in Digital Devices Access
Restraints:
High Cost of Developing the Content for Online Gaming
Opportunities:
Growing Technological Advancements to develop Subject based Computer Programming and Increasing Inclination of Parents towards Online Gaming to Increase Child Memory Capacity & Strategic Thinking
Market Leaders and their expansionary development strategies
In August 2021, Scientific Games Corporation acquired Sideplay Entertainment, digital "eInstant" content studio, to expand Scientific Games' portfolio of iLottery content and accelerate the global market penetration of its iLottery business, subject to final regulatory approval. The combination of Sideplay's innovative portfolio of digital games and agile content distribution technology with Scientific Games' iLottery platforms and digital solutions is expected to increase player engagement and drive further growth of the Company's iLottery solutions in markets around the world.
In October 2023, KidZania Dallas, a global interactive edutainment theme park, is thrilled to collaborate with Children's Health, the leading pediatric health care system in North Texas, on a learning initiative designed to educate and entertain young visitors.
Key Target Audience
Online Gaming Edutainment Providers, Regulatory Authorities, New Entrants/Investors, Strategic Business Planners, Governments and End Use Industry
About Approach
To evaluate and validate the market size various sources including primary and secondary analysis is utilized. AMA Research follows regulatory standards such as NAICS/SIC/ICB/TRCB, to have a better understanding of the market. The market study is conducted on basis of more than 200 companies dealing in the market regional as well as global areas with the purpose to understand the companies positioning regarding the market value, volume, and their market share for regional as well as global.
Further to bring relevance specific to any niche market we set and apply a number of criteria like Geographic Footprints, Regional Segments of Revenue, Operational Centres, etc. The next step is to finalize a team (In-House + Data Agencies) who then starts collecting C & D level executives and profiles, Industry experts, Opinion leaders, etc., and work towards appointment generation.
The primary research is performed by taking the interviews of executives of various companies dealing in the market as well as using the survey reports, research institute, and latest research reports. Meanwhile, the analyst team keeps preparing a set of questionnaires, and after getting the appointee list; the target audience is then tapped and segregated with various mediums and channels that are feasible for making connections that including email communication, telephonic, skype, LinkedIn Group & InMail, Community Forums, Community Forums, open Survey, SurveyMonkey, etc.