Report overview
Market Analysis and Insights: Global Educational Games Market
Educational game is computer software, the primary purpose of which is teaching or self-learning. Educational software is the developmental and non-developmental software which are specifically used for education. It also reflects on the technical and also instructional design for developing the courseware or educational application.
The global Educational Games market size is projected to reach US$ million by 2030, from US$ million in 2022, at a CAGR of % during 2023-2030.
Fully considering the economic change by this health crisis, K-12 Educational Game accounting for % of the Educational Games global market in 2022, is projected to value US$ million by 2030, growing at a revised % CAGR from 2023 to 2030. While Quality-oriented Education segment is altered to an % CAGR throughout this forecast period.
China Educational Games market size is valued at US$ million in 2022, while the North America and Europe Educational Games are US$ million and US$ million, severally. The proportion of the North America is % in 2022, while China and Europe are % and respectively, and it is predicted that China proportion will reach % in 2030, trailing a CAGR of % through the analysis period 2023-2030. Japan, South Korea, and Southeast Asia are noteworthy markets in Asia, with CAGR %, %, and % respectively for the next 6-year period. As for the Europe Educational Games landscape, Germany is projected to reach US$ million by 2030 trailing a CAGR of % over the forecast period 2023-2030.
With industry-standard accuracy in analysis and high data integrity, the report makes a brilliant attempt to unveil key opportunities available in the global Educational Games market to help players in achieving a strong market position. Buyers of the report can access verified and reliable market forecasts, including those for the overall size of the global Educational Games market in terms of revenue.
Overall, the report proves to be an effective tool that players can use to gain a competitive edge over their competitors and ensure lasting success in the global Educational Games market. All of the findings, data, and information provided in the report are validated and revalidated with the help of trustworthy sources. The analysts who have authored the report took a unique and industry-best research and analysis approach for an in-depth study of the global Educational Games market.
Global Educational Games Scope and Market Size
Educational Games market is segmented by players, region (country), by Type and by Application. Players, stakeholders, and other participants in the global Educational Games market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application for the period 2018-2030.
Segment by Type
K-12 Educational Game
University Education Game
Adult Education Game
Elderly Education Game
Segment by Application
Quality-oriented Education
Examination-oriented Education
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
By Company
LeapFrog Enterprises
Scholastic
The Learning Company
Neusoft
Wisedu
Jucheng
Kingsun
Hongen
Guangdong Dongtian Digital Technology
Zhengfang Software
Kingosoft
Beijing China Education Star Technology
IntelHouse Technology