Educational Games Comprehensive Study by Type (K-12 Educational Game, University Education Game, Adult Education Game, Elderly Education Game, Others), Application (Advertising & Marketing, Simulation Training, Research & Planning, Others), End-User (Enterprises, Consumers), Component (Hardware, Software) Players and Region - Global Market Outlook to 2027

Educational Games Market by XX Submarkets | Forecast Years 2022-2027  

  • Summary
  • Market Segments
  • Table of Content
  • List of Table & Figures
  • Players Profiled
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
AttributesDetails
Study Period2017-2027
Base Year2021
UnitValue (USD Million)
Key Companies ProfiledKILLER 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:
ScopeSub-Segments
Application / End UserAdvertising & Marketing, Simulation Training, Research & Planning and Others
TypeK-12 Educational Game, University Education Game, Adult Education Game, Elderly Education Game and Others
End-UserEnterprises,Consumers
ComponentHardware,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

Report Objectives / Segmentation Covered

By Type
  • K-12 Educational Game
  • University Education Game
  • Adult Education Game
  • Elderly Education Game
  • Others
By Application
  • Advertising & Marketing
  • Simulation Training
  • Research & Planning
  • Others
By End-User
  • Enterprises
  • Consumers

By Component
  • Hardware
  • Software

By Regions
  • 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
  • 1. Market Overview
    • 1.1. Introduction
    • 1.2. Scope/Objective of the Study
      • 1.2.1. Research Objective
  • 2. Executive Summary
    • 2.1. Introduction
  • 3. Market Dynamics
    • 3.1. Introduction
    • 3.2. Market Drivers
      • 3.2.1. Rising Virtual Learning Environment
      • 3.2.2. Emerging Demand from University and Institutions for the Educational Games
    • 3.3. Market Challenges
      • 3.3.1. Lack of Interaction with Mentors
    • 3.4. Market Trends
      • 3.4.1. Spike in Demand for Early Childhood Learning Educational Games
      • 3.4.2. Technology Development of Game-Based Learning Platform
  • 4. Market Factor Analysis
    • 4.1. Porters Five Forces
    • 4.2. Supply/Value Chain
    • 4.3. PESTEL analysis
    • 4.4. Market Entropy
    • 4.5. Patent/Trademark Analysis
  • 5. Global Educational Games, by Type, Application, End-User, Component and Region (value and price ) (2016-2021)
    • 5.1. Introduction
    • 5.2. Global Educational Games (Value)
      • 5.2.1. Global Educational Games by: Type (Value)
        • 5.2.1.1. K-12 Educational Game
        • 5.2.1.2. University Education Game
        • 5.2.1.3. Adult Education Game
        • 5.2.1.4. Elderly Education Game
        • 5.2.1.5. Others
      • 5.2.2. Global Educational Games by: Application (Value)
        • 5.2.2.1. Advertising & Marketing
        • 5.2.2.2. Simulation Training
        • 5.2.2.3. Research & Planning
        • 5.2.2.4. Others
      • 5.2.3. Global Educational Games by: End-User (Value)
        • 5.2.3.1. Enterprises
        • 5.2.3.2. Consumers
      • 5.2.4. Global Educational Games by: Component (Value)
        • 5.2.4.1. Hardware
        • 5.2.4.2. Software
      • 5.2.5. Global Educational Games Region
        • 5.2.5.1. South America
          • 5.2.5.1.1. Brazil
          • 5.2.5.1.2. Argentina
          • 5.2.5.1.3. Rest of South America
        • 5.2.5.2. Asia Pacific
          • 5.2.5.2.1. China
          • 5.2.5.2.2. Japan
          • 5.2.5.2.3. India
          • 5.2.5.2.4. South Korea
          • 5.2.5.2.5. Australia
          • 5.2.5.2.6. Rest of Asia-Pacific
        • 5.2.5.3. Europe
          • 5.2.5.3.1. Germany
          • 5.2.5.3.2. France
          • 5.2.5.3.3. Italy
          • 5.2.5.3.4. United Kingdom
          • 5.2.5.3.5. Netherlands
          • 5.2.5.3.6. Rest of Europe
        • 5.2.5.4. MEA
          • 5.2.5.4.1. Middle East
          • 5.2.5.4.2. Africa
        • 5.2.5.5. North America
          • 5.2.5.5.1. United States
          • 5.2.5.5.2. Canada
          • 5.2.5.5.3. Mexico
    • 5.3. Global Educational Games (Price)
      • 5.3.1. Global Educational Games by: Type (Price)
  • 6. Educational Games: Manufacturers/Players Analysis
    • 6.1. Competitive Landscape
      • 6.1.1. Market Share Analysis
        • 6.1.1.1. Top 3
        • 6.1.1.2. Top 5
    • 6.2. Peer Group Analysis (2021)
    • 6.3. BCG Matrix
    • 6.4. Company Profile
      • 6.4.1. KILLER SNAILS LLC (United States)
        • 6.4.1.1. Business Overview
        • 6.4.1.2. Products/Services Offerings
        • 6.4.1.3. Financial Analysis
        • 6.4.1.4. SWOT Analysis
      • 6.4.2. WayForward (United States)
        • 6.4.2.1. Business Overview
        • 6.4.2.2. Products/Services Offerings
        • 6.4.2.3. Financial Analysis
        • 6.4.2.4. SWOT Analysis
      • 6.4.3. LeapFrog Enterprises (United States)
        • 6.4.3.1. Business Overview
        • 6.4.3.2. Products/Services Offerings
        • 6.4.3.3. Financial Analysis
        • 6.4.3.4. SWOT Analysis
      • 6.4.4. Scholastic (United States)
        • 6.4.4.1. Business Overview
        • 6.4.4.2. Products/Services Offerings
        • 6.4.4.3. Financial Analysis
        • 6.4.4.4. SWOT Analysis
      • 6.4.5. The Learning Company (United States)
        • 6.4.5.1. Business Overview
        • 6.4.5.2. Products/Services Offerings
        • 6.4.5.3. Financial Analysis
        • 6.4.5.4. SWOT Analysis
      • 6.4.6. Neusoft (China)
        • 6.4.6.1. Business Overview
        • 6.4.6.2. Products/Services Offerings
        • 6.4.6.3. Financial Analysis
        • 6.4.6.4. SWOT Analysis
      • 6.4.7. Wisedu (United Kingdom)
        • 6.4.7.1. Business Overview
        • 6.4.7.2. Products/Services Offerings
        • 6.4.7.3. Financial Analysis
        • 6.4.7.4. SWOT Analysis
      • 6.4.8. Jucheng (China)
        • 6.4.8.1. Business Overview
        • 6.4.8.2. Products/Services Offerings
        • 6.4.8.3. Financial Analysis
        • 6.4.8.4. SWOT Analysis
      • 6.4.9. Filament Games (United States)
        • 6.4.9.1. Business Overview
        • 6.4.9.2. Products/Services Offerings
        • 6.4.9.3. Financial Analysis
        • 6.4.9.4. SWOT Analysis
      • 6.4.10. Kingsun (China)
        • 6.4.10.1. Business Overview
        • 6.4.10.2. Products/Services Offerings
        • 6.4.10.3. Financial Analysis
        • 6.4.10.4. SWOT Analysis
  • 7. Global Educational Games Sale, by Type, Application, End-User, Component and Region (value and price ) (2022-2027)
    • 7.1. Introduction
    • 7.2. Global Educational Games (Value)
      • 7.2.1. Global Educational Games by: Type (Value)
        • 7.2.1.1. K-12 Educational Game
        • 7.2.1.2. University Education Game
        • 7.2.1.3. Adult Education Game
        • 7.2.1.4. Elderly Education Game
        • 7.2.1.5. Others
      • 7.2.2. Global Educational Games by: Application (Value)
        • 7.2.2.1. Advertising & Marketing
        • 7.2.2.2. Simulation Training
        • 7.2.2.3. Research & Planning
        • 7.2.2.4. Others
      • 7.2.3. Global Educational Games by: End-User (Value)
        • 7.2.3.1. Enterprises
        • 7.2.3.2. Consumers
      • 7.2.4. Global Educational Games by: Component (Value)
        • 7.2.4.1. Hardware
        • 7.2.4.2. Software
      • 7.2.5. Global Educational Games Region
        • 7.2.5.1. South America
          • 7.2.5.1.1. Brazil
          • 7.2.5.1.2. Argentina
          • 7.2.5.1.3. Rest of South America
        • 7.2.5.2. Asia Pacific
          • 7.2.5.2.1. China
          • 7.2.5.2.2. Japan
          • 7.2.5.2.3. India
          • 7.2.5.2.4. South Korea
          • 7.2.5.2.5. Australia
          • 7.2.5.2.6. Rest of Asia-Pacific
        • 7.2.5.3. Europe
          • 7.2.5.3.1. Germany
          • 7.2.5.3.2. France
          • 7.2.5.3.3. Italy
          • 7.2.5.3.4. United Kingdom
          • 7.2.5.3.5. Netherlands
          • 7.2.5.3.6. Rest of Europe
        • 7.2.5.4. MEA
          • 7.2.5.4.1. Middle East
          • 7.2.5.4.2. Africa
        • 7.2.5.5. North America
          • 7.2.5.5.1. United States
          • 7.2.5.5.2. Canada
          • 7.2.5.5.3. Mexico
    • 7.3. Global Educational Games (Price)
      • 7.3.1. Global Educational Games by: Type (Price)
  • 8. Appendix
    • 8.1. Acronyms
  • 9. Methodology and Data Source
    • 9.1. Methodology/Research Approach
      • 9.1.1. Research Programs/Design
      • 9.1.2. Market Size Estimation
      • 9.1.3. Market Breakdown and Data Triangulation
    • 9.2. Data Source
      • 9.2.1. Secondary Sources
      • 9.2.2. Primary Sources
    • 9.3. Disclaimer
List of Tables
  • Table 1. Educational Games: by Type(USD Million)
  • Table 2. Educational Games K-12 Educational Game , by Region USD Million (2016-2021)
  • Table 3. Educational Games University Education Game , by Region USD Million (2016-2021)
  • Table 4. Educational Games Adult Education Game , by Region USD Million (2016-2021)
  • Table 5. Educational Games Elderly Education Game , by Region USD Million (2016-2021)
  • Table 6. Educational Games Others , by Region USD Million (2016-2021)
  • Table 7. Educational Games: by Application(USD Million)
  • Table 8. Educational Games Advertising & Marketing , by Region USD Million (2016-2021)
  • Table 9. Educational Games Simulation Training , by Region USD Million (2016-2021)
  • Table 10. Educational Games Research & Planning , by Region USD Million (2016-2021)
  • Table 11. Educational Games Others , by Region USD Million (2016-2021)
  • Table 12. Educational Games: by End-User(USD Million)
  • Table 13. Educational Games Enterprises , by Region USD Million (2016-2021)
  • Table 14. Educational Games Consumers , by Region USD Million (2016-2021)
  • Table 15. Educational Games: by Component(USD Million)
  • Table 16. Educational Games Hardware , by Region USD Million (2016-2021)
  • Table 17. Educational Games Software , by Region USD Million (2016-2021)
  • Table 18. South America Educational Games, by Country USD Million (2016-2021)
  • Table 19. South America Educational Games, by Type USD Million (2016-2021)
  • Table 20. South America Educational Games, by Application USD Million (2016-2021)
  • Table 21. South America Educational Games, by End-User USD Million (2016-2021)
  • Table 22. South America Educational Games, by Component USD Million (2016-2021)
  • Table 23. Brazil Educational Games, by Type USD Million (2016-2021)
  • Table 24. Brazil Educational Games, by Application USD Million (2016-2021)
  • Table 25. Brazil Educational Games, by End-User USD Million (2016-2021)
  • Table 26. Brazil Educational Games, by Component USD Million (2016-2021)
  • Table 27. Argentina Educational Games, by Type USD Million (2016-2021)
  • Table 28. Argentina Educational Games, by Application USD Million (2016-2021)
  • Table 29. Argentina Educational Games, by End-User USD Million (2016-2021)
  • Table 30. Argentina Educational Games, by Component USD Million (2016-2021)
  • Table 31. Rest of South America Educational Games, by Type USD Million (2016-2021)
  • Table 32. Rest of South America Educational Games, by Application USD Million (2016-2021)
  • Table 33. Rest of South America Educational Games, by End-User USD Million (2016-2021)
  • Table 34. Rest of South America Educational Games, by Component USD Million (2016-2021)
  • Table 35. Asia Pacific Educational Games, by Country USD Million (2016-2021)
  • Table 36. Asia Pacific Educational Games, by Type USD Million (2016-2021)
  • Table 37. Asia Pacific Educational Games, by Application USD Million (2016-2021)
  • Table 38. Asia Pacific Educational Games, by End-User USD Million (2016-2021)
  • Table 39. Asia Pacific Educational Games, by Component USD Million (2016-2021)
  • Table 40. China Educational Games, by Type USD Million (2016-2021)
  • Table 41. China Educational Games, by Application USD Million (2016-2021)
  • Table 42. China Educational Games, by End-User USD Million (2016-2021)
  • Table 43. China Educational Games, by Component USD Million (2016-2021)
  • Table 44. Japan Educational Games, by Type USD Million (2016-2021)
  • Table 45. Japan Educational Games, by Application USD Million (2016-2021)
  • Table 46. Japan Educational Games, by End-User USD Million (2016-2021)
  • Table 47. Japan Educational Games, by Component USD Million (2016-2021)
  • Table 48. India Educational Games, by Type USD Million (2016-2021)
  • Table 49. India Educational Games, by Application USD Million (2016-2021)
  • Table 50. India Educational Games, by End-User USD Million (2016-2021)
  • Table 51. India Educational Games, by Component USD Million (2016-2021)
  • Table 52. South Korea Educational Games, by Type USD Million (2016-2021)
  • Table 53. South Korea Educational Games, by Application USD Million (2016-2021)
  • Table 54. South Korea Educational Games, by End-User USD Million (2016-2021)
  • Table 55. South Korea Educational Games, by Component USD Million (2016-2021)
  • Table 56. Australia Educational Games, by Type USD Million (2016-2021)
  • Table 57. Australia Educational Games, by Application USD Million (2016-2021)
  • Table 58. Australia Educational Games, by End-User USD Million (2016-2021)
  • Table 59. Australia Educational Games, by Component USD Million (2016-2021)
  • Table 60. Rest of Asia-Pacific Educational Games, by Type USD Million (2016-2021)
  • Table 61. Rest of Asia-Pacific Educational Games, by Application USD Million (2016-2021)
  • Table 62. Rest of Asia-Pacific Educational Games, by End-User USD Million (2016-2021)
  • Table 63. Rest of Asia-Pacific Educational Games, by Component USD Million (2016-2021)
  • Table 64. Europe Educational Games, by Country USD Million (2016-2021)
  • Table 65. Europe Educational Games, by Type USD Million (2016-2021)
  • Table 66. Europe Educational Games, by Application USD Million (2016-2021)
  • Table 67. Europe Educational Games, by End-User USD Million (2016-2021)
  • Table 68. Europe Educational Games, by Component USD Million (2016-2021)
  • Table 69. Germany Educational Games, by Type USD Million (2016-2021)
  • Table 70. Germany Educational Games, by Application USD Million (2016-2021)
  • Table 71. Germany Educational Games, by End-User USD Million (2016-2021)
  • Table 72. Germany Educational Games, by Component USD Million (2016-2021)
  • Table 73. France Educational Games, by Type USD Million (2016-2021)
  • Table 74. France Educational Games, by Application USD Million (2016-2021)
  • Table 75. France Educational Games, by End-User USD Million (2016-2021)
  • Table 76. France Educational Games, by Component USD Million (2016-2021)
  • Table 77. Italy Educational Games, by Type USD Million (2016-2021)
  • Table 78. Italy Educational Games, by Application USD Million (2016-2021)
  • Table 79. Italy Educational Games, by End-User USD Million (2016-2021)
  • Table 80. Italy Educational Games, by Component USD Million (2016-2021)
  • Table 81. United Kingdom Educational Games, by Type USD Million (2016-2021)
  • Table 82. United Kingdom Educational Games, by Application USD Million (2016-2021)
  • Table 83. United Kingdom Educational Games, by End-User USD Million (2016-2021)
  • Table 84. United Kingdom Educational Games, by Component USD Million (2016-2021)
  • Table 85. Netherlands Educational Games, by Type USD Million (2016-2021)
  • Table 86. Netherlands Educational Games, by Application USD Million (2016-2021)
  • Table 87. Netherlands Educational Games, by End-User USD Million (2016-2021)
  • Table 88. Netherlands Educational Games, by Component USD Million (2016-2021)
  • Table 89. Rest of Europe Educational Games, by Type USD Million (2016-2021)
  • Table 90. Rest of Europe Educational Games, by Application USD Million (2016-2021)
  • Table 91. Rest of Europe Educational Games, by End-User USD Million (2016-2021)
  • Table 92. Rest of Europe Educational Games, by Component USD Million (2016-2021)
  • Table 93. MEA Educational Games, by Country USD Million (2016-2021)
  • Table 94. MEA Educational Games, by Type USD Million (2016-2021)
  • Table 95. MEA Educational Games, by Application USD Million (2016-2021)
  • Table 96. MEA Educational Games, by End-User USD Million (2016-2021)
  • Table 97. MEA Educational Games, by Component USD Million (2016-2021)
  • Table 98. Middle East Educational Games, by Type USD Million (2016-2021)
  • Table 99. Middle East Educational Games, by Application USD Million (2016-2021)
  • Table 100. Middle East Educational Games, by End-User USD Million (2016-2021)
  • Table 101. Middle East Educational Games, by Component USD Million (2016-2021)
  • Table 102. Africa Educational Games, by Type USD Million (2016-2021)
  • Table 103. Africa Educational Games, by Application USD Million (2016-2021)
  • Table 104. Africa Educational Games, by End-User USD Million (2016-2021)
  • Table 105. Africa Educational Games, by Component USD Million (2016-2021)
  • Table 106. North America Educational Games, by Country USD Million (2016-2021)
  • Table 107. North America Educational Games, by Type USD Million (2016-2021)
  • Table 108. North America Educational Games, by Application USD Million (2016-2021)
  • Table 109. North America Educational Games, by End-User USD Million (2016-2021)
  • Table 110. North America Educational Games, by Component USD Million (2016-2021)
  • Table 111. United States Educational Games, by Type USD Million (2016-2021)
  • Table 112. United States Educational Games, by Application USD Million (2016-2021)
  • Table 113. United States Educational Games, by End-User USD Million (2016-2021)
  • Table 114. United States Educational Games, by Component USD Million (2016-2021)
  • Table 115. Canada Educational Games, by Type USD Million (2016-2021)
  • Table 116. Canada Educational Games, by Application USD Million (2016-2021)
  • Table 117. Canada Educational Games, by End-User USD Million (2016-2021)
  • Table 118. Canada Educational Games, by Component USD Million (2016-2021)
  • Table 119. Mexico Educational Games, by Type USD Million (2016-2021)
  • Table 120. Mexico Educational Games, by Application USD Million (2016-2021)
  • Table 121. Mexico Educational Games, by End-User USD Million (2016-2021)
  • Table 122. Mexico Educational Games, by Component USD Million (2016-2021)
  • Table 123. Educational Games: by Type(USD/Units)
  • Table 124. Company Basic Information, Sales Area and Its Competitors
  • Table 125. Company Basic Information, Sales Area and Its Competitors
  • Table 126. Company Basic Information, Sales Area and Its Competitors
  • Table 127. Company Basic Information, Sales Area and Its Competitors
  • Table 128. Company Basic Information, Sales Area and Its Competitors
  • Table 129. Company Basic Information, Sales Area and Its Competitors
  • Table 130. Company Basic Information, Sales Area and Its Competitors
  • Table 131. Company Basic Information, Sales Area and Its Competitors
  • Table 132. Company Basic Information, Sales Area and Its Competitors
  • Table 133. Company Basic Information, Sales Area and Its Competitors
  • Table 134. Educational Games: by Type(USD Million)
  • Table 135. Educational Games K-12 Educational Game , by Region USD Million (2022-2027)
  • Table 136. Educational Games University Education Game , by Region USD Million (2022-2027)
  • Table 137. Educational Games Adult Education Game , by Region USD Million (2022-2027)
  • Table 138. Educational Games Elderly Education Game , by Region USD Million (2022-2027)
  • Table 139. Educational Games Others , by Region USD Million (2022-2027)
  • Table 140. Educational Games: by Application(USD Million)
  • Table 141. Educational Games Advertising & Marketing , by Region USD Million (2022-2027)
  • Table 142. Educational Games Simulation Training , by Region USD Million (2022-2027)
  • Table 143. Educational Games Research & Planning , by Region USD Million (2022-2027)
  • Table 144. Educational Games Others , by Region USD Million (2022-2027)
  • Table 145. Educational Games: by End-User(USD Million)
  • Table 146. Educational Games Enterprises , by Region USD Million (2022-2027)
  • Table 147. Educational Games Consumers , by Region USD Million (2022-2027)
  • Table 148. Educational Games: by Component(USD Million)
  • Table 149. Educational Games Hardware , by Region USD Million (2022-2027)
  • Table 150. Educational Games Software , by Region USD Million (2022-2027)
  • Table 151. South America Educational Games, by Country USD Million (2022-2027)
  • Table 152. South America Educational Games, by Type USD Million (2022-2027)
  • Table 153. South America Educational Games, by Application USD Million (2022-2027)
  • Table 154. South America Educational Games, by End-User USD Million (2022-2027)
  • Table 155. South America Educational Games, by Component USD Million (2022-2027)
  • Table 156. Brazil Educational Games, by Type USD Million (2022-2027)
  • Table 157. Brazil Educational Games, by Application USD Million (2022-2027)
  • Table 158. Brazil Educational Games, by End-User USD Million (2022-2027)
  • Table 159. Brazil Educational Games, by Component USD Million (2022-2027)
  • Table 160. Argentina Educational Games, by Type USD Million (2022-2027)
  • Table 161. Argentina Educational Games, by Application USD Million (2022-2027)
  • Table 162. Argentina Educational Games, by End-User USD Million (2022-2027)
  • Table 163. Argentina Educational Games, by Component USD Million (2022-2027)
  • Table 164. Rest of South America Educational Games, by Type USD Million (2022-2027)
  • Table 165. Rest of South America Educational Games, by Application USD Million (2022-2027)
  • Table 166. Rest of South America Educational Games, by End-User USD Million (2022-2027)
  • Table 167. Rest of South America Educational Games, by Component USD Million (2022-2027)
  • Table 168. Asia Pacific Educational Games, by Country USD Million (2022-2027)
  • Table 169. Asia Pacific Educational Games, by Type USD Million (2022-2027)
  • Table 170. Asia Pacific Educational Games, by Application USD Million (2022-2027)
  • Table 171. Asia Pacific Educational Games, by End-User USD Million (2022-2027)
  • Table 172. Asia Pacific Educational Games, by Component USD Million (2022-2027)
  • Table 173. China Educational Games, by Type USD Million (2022-2027)
  • Table 174. China Educational Games, by Application USD Million (2022-2027)
  • Table 175. China Educational Games, by End-User USD Million (2022-2027)
  • Table 176. China Educational Games, by Component USD Million (2022-2027)
  • Table 177. Japan Educational Games, by Type USD Million (2022-2027)
  • Table 178. Japan Educational Games, by Application USD Million (2022-2027)
  • Table 179. Japan Educational Games, by End-User USD Million (2022-2027)
  • Table 180. Japan Educational Games, by Component USD Million (2022-2027)
  • Table 181. India Educational Games, by Type USD Million (2022-2027)
  • Table 182. India Educational Games, by Application USD Million (2022-2027)
  • Table 183. India Educational Games, by End-User USD Million (2022-2027)
  • Table 184. India Educational Games, by Component USD Million (2022-2027)
  • Table 185. South Korea Educational Games, by Type USD Million (2022-2027)
  • Table 186. South Korea Educational Games, by Application USD Million (2022-2027)
  • Table 187. South Korea Educational Games, by End-User USD Million (2022-2027)
  • Table 188. South Korea Educational Games, by Component USD Million (2022-2027)
  • Table 189. Australia Educational Games, by Type USD Million (2022-2027)
  • Table 190. Australia Educational Games, by Application USD Million (2022-2027)
  • Table 191. Australia Educational Games, by End-User USD Million (2022-2027)
  • Table 192. Australia Educational Games, by Component USD Million (2022-2027)
  • Table 193. Rest of Asia-Pacific Educational Games, by Type USD Million (2022-2027)
  • Table 194. Rest of Asia-Pacific Educational Games, by Application USD Million (2022-2027)
  • Table 195. Rest of Asia-Pacific Educational Games, by End-User USD Million (2022-2027)
  • Table 196. Rest of Asia-Pacific Educational Games, by Component USD Million (2022-2027)
  • Table 197. Europe Educational Games, by Country USD Million (2022-2027)
  • Table 198. Europe Educational Games, by Type USD Million (2022-2027)
  • Table 199. Europe Educational Games, by Application USD Million (2022-2027)
  • Table 200. Europe Educational Games, by End-User USD Million (2022-2027)
  • Table 201. Europe Educational Games, by Component USD Million (2022-2027)
  • Table 202. Germany Educational Games, by Type USD Million (2022-2027)
  • Table 203. Germany Educational Games, by Application USD Million (2022-2027)
  • Table 204. Germany Educational Games, by End-User USD Million (2022-2027)
  • Table 205. Germany Educational Games, by Component USD Million (2022-2027)
  • Table 206. France Educational Games, by Type USD Million (2022-2027)
  • Table 207. France Educational Games, by Application USD Million (2022-2027)
  • Table 208. France Educational Games, by End-User USD Million (2022-2027)
  • Table 209. France Educational Games, by Component USD Million (2022-2027)
  • Table 210. Italy Educational Games, by Type USD Million (2022-2027)
  • Table 211. Italy Educational Games, by Application USD Million (2022-2027)
  • Table 212. Italy Educational Games, by End-User USD Million (2022-2027)
  • Table 213. Italy Educational Games, by Component USD Million (2022-2027)
  • Table 214. United Kingdom Educational Games, by Type USD Million (2022-2027)
  • Table 215. United Kingdom Educational Games, by Application USD Million (2022-2027)
  • Table 216. United Kingdom Educational Games, by End-User USD Million (2022-2027)
  • Table 217. United Kingdom Educational Games, by Component USD Million (2022-2027)
  • Table 218. Netherlands Educational Games, by Type USD Million (2022-2027)
  • Table 219. Netherlands Educational Games, by Application USD Million (2022-2027)
  • Table 220. Netherlands Educational Games, by End-User USD Million (2022-2027)
  • Table 221. Netherlands Educational Games, by Component USD Million (2022-2027)
  • Table 222. Rest of Europe Educational Games, by Type USD Million (2022-2027)
  • Table 223. Rest of Europe Educational Games, by Application USD Million (2022-2027)
  • Table 224. Rest of Europe Educational Games, by End-User USD Million (2022-2027)
  • Table 225. Rest of Europe Educational Games, by Component USD Million (2022-2027)
  • Table 226. MEA Educational Games, by Country USD Million (2022-2027)
  • Table 227. MEA Educational Games, by Type USD Million (2022-2027)
  • Table 228. MEA Educational Games, by Application USD Million (2022-2027)
  • Table 229. MEA Educational Games, by End-User USD Million (2022-2027)
  • Table 230. MEA Educational Games, by Component USD Million (2022-2027)
  • Table 231. Middle East Educational Games, by Type USD Million (2022-2027)
  • Table 232. Middle East Educational Games, by Application USD Million (2022-2027)
  • Table 233. Middle East Educational Games, by End-User USD Million (2022-2027)
  • Table 234. Middle East Educational Games, by Component USD Million (2022-2027)
  • Table 235. Africa Educational Games, by Type USD Million (2022-2027)
  • Table 236. Africa Educational Games, by Application USD Million (2022-2027)
  • Table 237. Africa Educational Games, by End-User USD Million (2022-2027)
  • Table 238. Africa Educational Games, by Component USD Million (2022-2027)
  • Table 239. North America Educational Games, by Country USD Million (2022-2027)
  • Table 240. North America Educational Games, by Type USD Million (2022-2027)
  • Table 241. North America Educational Games, by Application USD Million (2022-2027)
  • Table 242. North America Educational Games, by End-User USD Million (2022-2027)
  • Table 243. North America Educational Games, by Component USD Million (2022-2027)
  • Table 244. United States Educational Games, by Type USD Million (2022-2027)
  • Table 245. United States Educational Games, by Application USD Million (2022-2027)
  • Table 246. United States Educational Games, by End-User USD Million (2022-2027)
  • Table 247. United States Educational Games, by Component USD Million (2022-2027)
  • Table 248. Canada Educational Games, by Type USD Million (2022-2027)
  • Table 249. Canada Educational Games, by Application USD Million (2022-2027)
  • Table 250. Canada Educational Games, by End-User USD Million (2022-2027)
  • Table 251. Canada Educational Games, by Component USD Million (2022-2027)
  • Table 252. Mexico Educational Games, by Type USD Million (2022-2027)
  • Table 253. Mexico Educational Games, by Application USD Million (2022-2027)
  • Table 254. Mexico Educational Games, by End-User USD Million (2022-2027)
  • Table 255. Mexico Educational Games, by Component USD Million (2022-2027)
  • Table 256. Educational Games: by Type(USD/Units)
  • Table 257. Research Programs/Design for This Report
  • Table 258. Key Data Information from Secondary Sources
  • Table 259. Key Data Information from Primary Sources
List of Figures
  • Figure 1. Porters Five Forces
  • Figure 2. Supply/Value Chain
  • Figure 3. PESTEL analysis
  • Figure 4. Global Educational Games: by Type USD Million (2016-2021)
  • Figure 5. Global Educational Games: by Application USD Million (2016-2021)
  • Figure 6. Global Educational Games: by End-User USD Million (2016-2021)
  • Figure 7. Global Educational Games: by Component USD Million (2016-2021)
  • Figure 8. South America Educational Games Share (%), by Country
  • Figure 9. Asia Pacific Educational Games Share (%), by Country
  • Figure 10. Europe Educational Games Share (%), by Country
  • Figure 11. MEA Educational Games Share (%), by Country
  • Figure 12. North America Educational Games Share (%), by Country
  • Figure 13. Global Educational Games: by Type USD/Units (2016-2021)
  • Figure 14. Global Educational Games share by Players 2021 (%)
  • Figure 15. Global Educational Games share by Players (Top 3) 2021(%)
  • Figure 16. Global Educational Games share by Players (Top 5) 2021(%)
  • Figure 17. BCG Matrix for key Companies
  • Figure 18. KILLER SNAILS LLC (United States) Revenue, Net Income and Gross profit
  • Figure 19. KILLER SNAILS LLC (United States) Revenue: by Geography 2021
  • Figure 20. WayForward (United States) Revenue, Net Income and Gross profit
  • Figure 21. WayForward (United States) Revenue: by Geography 2021
  • Figure 22. LeapFrog Enterprises (United States) Revenue, Net Income and Gross profit
  • Figure 23. LeapFrog Enterprises (United States) Revenue: by Geography 2021
  • Figure 24. Scholastic (United States) Revenue, Net Income and Gross profit
  • Figure 25. Scholastic (United States) Revenue: by Geography 2021
  • Figure 26. The Learning Company (United States) Revenue, Net Income and Gross profit
  • Figure 27. The Learning Company (United States) Revenue: by Geography 2021
  • Figure 28. Neusoft (China) Revenue, Net Income and Gross profit
  • Figure 29. Neusoft (China) Revenue: by Geography 2021
  • Figure 30. Wisedu (United Kingdom) Revenue, Net Income and Gross profit
  • Figure 31. Wisedu (United Kingdom) Revenue: by Geography 2021
  • Figure 32. Jucheng (China) Revenue, Net Income and Gross profit
  • Figure 33. Jucheng (China) Revenue: by Geography 2021
  • Figure 34. Filament Games (United States) Revenue, Net Income and Gross profit
  • Figure 35. Filament Games (United States) Revenue: by Geography 2021
  • Figure 36. Kingsun (China) Revenue, Net Income and Gross profit
  • Figure 37. Kingsun (China) Revenue: by Geography 2021
  • Figure 38. Global Educational Games: by Type USD Million (2022-2027)
  • Figure 39. Global Educational Games: by Application USD Million (2022-2027)
  • Figure 40. Global Educational Games: by End-User USD Million (2022-2027)
  • Figure 41. Global Educational Games: by Component USD Million (2022-2027)
  • Figure 42. South America Educational Games Share (%), by Country
  • Figure 43. Asia Pacific Educational Games Share (%), by Country
  • Figure 44. Europe Educational Games Share (%), by Country
  • Figure 45. MEA Educational Games Share (%), by Country
  • Figure 46. North America Educational Games Share (%), by Country
  • Figure 47. Global Educational Games: by Type USD/Units (2022-2027)
List of companies from research coverage that are profiled in the study
  • 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)
  • Kingsun (China)
Additional players considered in the study are as follows:
Hongen (China) , JoyTunes (Israel) , Guangdong Dongtian Digital Technology (China) , Zhengfang Software (China) , Kingosoft (China)
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Key Highlights of Report


Jun 2022 232 Pages 90 Tables Base Year: 2021 Coverage: 15+ Companies; 18 Countries

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"Rising Virtual Learning Environment " is seen as one of major growth factors of Educational Games Market in years to come.
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United States will lead Educational Games Market in coming years.
The Educational Games market study includes a random mix of players, including both market leaders and some top growing emerging players. Connect with our sales executive to get a complete of companies available in our research coverage.

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