What is Educational Games Market?
Educational games are termed the edutainment games which are typically based on drilling fundamental lessons in a linear progression, with added entertainment value. Educational games are designed to be used for or with educational goals. The main purpose of the education goals is to provide not only entrainment but also provide training in such areas as health, marketing, education, etc. Education games help student participation, foster social and emotional learning, and motivate the student to take risks. Growing awareness of educational games to the educators, governments, and parents realize the psychological importance and benefits that gaming has on learning, this educational tool has become mainstream.
Highlights from Educational Games Market Study
Attributes | Details |
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Study Period | 2017-2027 |
Base Year | 2021 |
Unit | Value (USD Million) |
Key Companies Profiled | KILLER SNAILS LLC (United States), WayForward (United States), LeapFrog Enterprises (United States), Scholastic (United States), The Learning Company (United States), Neusoft (China), Wisedu (United Kingdom), Jucheng (China), Filament Games (United States) and Kingsun (China) |
The global educational games market is fragmented. It provides entrainment and training in such areas as health, marketing, and education. So the players are focusing on the launch of new educational games such as English language art games and math games. These will enhance their market presence. The companies are also planning strategic activities like partnerships, mergers, and acquisitions which will help them to sustain in the market and maintain their competitive edge. Research Analyst at AMA predicts that United States Players will contribute to the maximum growth of Global Educational Games market throughout the forecasted period.
KILLER SNAILS LLC (United States), WayForward (United States), LeapFrog Enterprises (United States), Scholastic (United States), The Learning Company (United States), Neusoft (China), Wisedu (United Kingdom), Jucheng (China), Filament Games (United States) and Kingsun (China) are some of the key players profiled in the study. Additionally, the Players which are also part of the research are Hongen (China), JoyTunes (Israel), Guangdong Dongtian Digital Technology (China), Zhengfang Software (China) and Kingosoft (China). Educational Games Market Segmentation:
Scope | Sub-Segments |
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Application / End User | Advertising & Marketing, Simulation Training, Research & Planning and Others |
Type | K-12 Educational Game, University Education Game, Adult Education Game, Elderly Education Game and Others |
End-User | Enterprises,Consumers |
Component | Hardware,Software |
On the basis of geography, the market of Educational Games has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, 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). Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth.
Market Drivers
- Rising Virtual Learning Environment
- Emerging Demand from University and Institutions for the Educational Games
Market Trend
- Spike in Demand for Early Childhood Learning Educational Games
- Technology Development of Game-Based Learning Platform
Restraints
- High Cost Associated with Educational Games
Opportunities
- Rising Penetration into All Sectors of the Economy
- Increasing Opportunity of Educational Games in Modern Society
Challenges
- Lack of Interaction with Mentors
Market Leaders & Development Strategies
On 2nd July 2021, Team17 announced the acquisition of TouchPress, the parent company of educational developers and publisher StoryToys. Team17 is a foray into educational games and believes the demand for educational entertainment apps, which has accelerated due to the COVID-19 pandemic, focused on the pre-school audience will see significant growth further.
On 26th October 2021, Prodigy Education is one of the fastest-growing EdTech companies in North America and the creator of the globally popular prodigy math game, they are expanding its educational games portfolio by launching of new English language art game. This prodigy English is a sandbox game that allows students to build their own online world, collecting supplies and exploring an exciting and engaging environment while learning curriculum-aligned English skills. Prodigy English is set for full launch in spring 2022, teacher and parents can apply now for early access.
Key Target Audience
Educational Games Developers, New Entrants, Regulatory Bodies, Potential Investors, Research and Development Institutes and Others