Online Gaming Edutainment Market: Current Analysis and Forecast (2023-2030)

$3999$6999

Emphasis on Game Type (Mobile Games, Pay-To-Play Games, And Pay-In-Play Games); Age Groups (Children, Teenagers, Young Adult, And Adult) and Region/Country

Pages:

154

Table:

44

Figure:

104

Report ID:

UMTI212506

Geography:

Clear
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Report Description
Table of content
Research Methodology

Report Description

Online Gaming Edutainment Market
Online Gaming Edutainment Market

The Online Gaming Edutainment Market was valued at 1.6 billion in 2022 and is expected to grow at a steady rate of around 16.1% in the forecasted period (2023-2030) owing to the technological advancements, which allow developers to create increasingly sophisticated, yet accessible products tailored towards diverse age groups. The online gaming edutainment market refers to video games that aim to entertain and educate players simultaneously. This type of game typically combines learning with fun gameplay elements such as puzzles, quizzes, or interactive storytelling mechanics that make it engaging for users while providing an immersive experience in various subjects like history, science, language arts, math and more. These types of games can be found across different platforms including PCs, consoles, mobile devices, or tablets. Additionally, there has been a rising demand from parents seeking out alternative ways to supplement their children’s education at home, especially during these unprecedented times when traditional school systems may not always be available due to pandemics or other factors. Furthermore, modern learners prefer hands-on experiences over passive consumption, leading many educators to incorporate gaming into their lessons as part of blended learning strategies.

Some of the major players operating in the market are Microsoft Corporation; Sony Corporation; Sega Corporation; King Digital Entertainment; Kidzania; Peak; Disney; Legoland Discovery Center; Plabo; Activision Blizzard.

Insights Presented in the Report

“Among game type, the pay-in-play segment is currently the leading segment of the market during forecast period.”

Based on game type, the market is categorized into mobile games, pay-to-play games, and pay-in-play games. Among these, the pay-in-play subsegment leads the overall Online Gaming Edutainment Market share due to its ability to offer personalized experiences that cater specifically to each player’s needs & interests while also providing measurable progress tracking capabilities for both teachers & students alike. This approach allows it stand out among competitors by offering an immersive engaging environment ideal for fostering deep knowledge retention compared with more casual gamified content found elsewhere in the market.

“North America holding a significant share of the market.”

North America leads the way when it comes to Online Gaming Edutainment Market major shares accounting globally mainly due its well-established gaming industry infrastructure combined with favorable government initiatives supporting STEM education programs that integrate gameplay elements effectively. Following closely behind Europe & Asia Pacific regions both holding significant portions of overall market size respectively thanks largely to growing adoption rates among consumers looking for alternative ways to learn new skills while having fun at same time. Other regions like Latin America MEA are still developing but expected show rapid growth over next few years as internet penetration increases alongside rising disposable incomes leading an increase in demand for these types of educational games/platforms catering specifically towards diverse target audience segments worldwide.

Online Gaming Edutainment Market Report Coverage

Online Gaming Edutainment Market
Online Gaming Edutainment Market

Reasons to buy this report:

  • The study includes market sizing and forecasting analysis validated by authenticated key industry experts.
  • The report presents a quick review of overall industry performance at one glance.
  • The report covers an in-depth analysis of prominent industry peers with a primary focus on key business financials, product portfolio, expansion strategies, and recent developments.
  • Detailed examination of drivers, restraints, key trends, and opportunities prevailing in the industry.
  • The study comprehensively covers the market across different segments.
  • Deep dive regional level analysis of the industry.


Customization Options:

The global Online Gaming Edutainment Market can further be customized as per the requirement or any other market segment. Besides this, UMI understands that you may have your own business needs, hence feel free to contact us to get a report that completely suits your requirements.

Frequently Asked Questions (FAQ)

Q1: What is the current market size and growth potential of the global Online Gaming Edutainment Market?

Ans: The Online Gaming Edutainment Market was valued at 1.6 billion in 2022 and is expected to grow at a steady rate of around 16.1% in the forecasted period (2023-2030).

Q2: What are the driving factors for the growth of the global Online Gaming Edutainment Market?

Ans: Technological advancements.

Q3: Which segment has the largest share of the global Online Gaming Edutainment Market by Age Groups?

Ans: The adult segment currently holds the largest market share.

Q4: Which region will dominate the global Online Gaming Edutainment Market?

Ans: North America is expected to dominate the market during the forecast period.

Q5: Who are the key players operating in the global Online Gaming Edutainment Market?

Ans: Some of the major players operating in the market include Microsoft Corporation; Sony Corporation; Sega Corporation; King Digital Entertainment; Kidzania; Peak; Disney; Legoland Discovery Center; Plabo; Activision Blizzard.

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1.1.Market Definitions
1.2.Main Objective
1.3.Stakeholders
1.4.Limitation 

 

2.1.Research Process of the Online Gaming Edutainment Market
2.2.Research Methodology of the Online Gaming Edutainment Market
2.3.Respondent Profile

 

3 MARKET SYNOPSIS

 

4EXECUTIVE SUMMARY 

 

5ONLINE GAMING EDUTAINMENT MARKET REVENUE (USD BN), 2020-2030F

 

6.1.Mobile Games
6.2.Pay-to-Play Games
6.3.Pay-in-Play Games

 

7.1.Children
7.2.Teenagers
7.3.Young Adult
7.4.Adult

 

8.1.North America 
 8.1.1. U.S. 
 8.1.2. Canada 
 8.1.3. Rest of North America 
8.2.Europe  
 8.2.1. Germany 
 8.2.2. U.K. 
 8.2.3. France 
 8.2.4. Italy 
 8.2.5. Spain 
 8.2.6.Rest of Europe
8.3.Asia-Pacific 
 8.3.1. China 
 8.3.2. Japan 
 8.3.3. India 
 8.3.4. Rest of Asia-Pacific
8.4.Rest of the World 

 

9.1.Market Drivers
9.2.Market Challenges
9.3.Impact Analysis

 

10ONLINE GAMING EDUTAINMENT MARKET OPPORTUNITIES

 

11ONLINE GAMING EDUTAINMENT MARKET TRENDS

 

12.1.Demand Side Analysis
12.2.Supply Side Analysis

 

13VALUE CHAIN ANALYSIS

 

14PRICING ANALYSIS

 

15STRATEGIC INSIGHTS

 

16.1.Competitive Landscape
 16.1.1.Porters Fiver Forces Analysis
17.1.Microsoft Corporation
17.2.Sony Corporation
17.3.Sega Corporation
17.4.King Digital Entertainment
17.5.Kidzania 
17.6.Peak 
17.7.Disney 
17.8.Legoland Discovery Center
17.9.Plabo 
17.10.Activision Blizzard

 

18DISCLAIMER

 

Research Methodology

Research Methodology for the Online Gaming Edutainment Market Analysis

(2023-2030)

Analyzing the historical market, estimating the current market, and forecasting the future market of the global online gaming edutainment market were the three major steps undertaken to create and analyze the adoption of visual collaboration platform solutions in major regions globally. Exhaustive secondary research was conducted to collect the historical market numbers and estimate the current market size. Secondly, to validate these insights, numerous findings and assumptions were taken into consideration. Moreover, exhaustive primary interviews were also conducted, with industry experts across the value chain of the global online gaming edutainment market. Post assumption and validation of market numbers through primary interviews, we employed a top-down/bottom-up approach to forecasting the complete market size. Thereafter, market breakdown and data triangulation methods were adopted to estimate and analyze the market size of segments and sub-segments of the industry pertains to. Detailed methodology is explained below:

Analysis of Historical Market Size

Step 1: In-Depth Study of Secondary Sources:

Detail secondary study was conducted to obtain the historical market size of the Online Gaming Edutainment Market through company internal sources such as annual reports & financial statements, performance presentations, press releases, etc., and external sources including journals, news & articles, government publications, competitor publications, sector reports, third-party database, and other credible publications.

Step 2: Market Segmentation:

After obtaining the historical market size of the Online Gaming Edutainment Market, we conducted a detailed secondary analysis to gather historical market insights and share for different segments & sub-segments for major regions. Major segments are included in the report as game type and age groups. Further country-level analyses were conducted to evaluate the overall adoption of testing models in that region.

Step 3: Factor Analysis:

After acquiring the historical market size of different segments and sub-segments, we conducted a detailed factor analysis to estimate the current market size of the Online Gaming Edutainment Market. Further, we conducted factor analysis using dependent and independent variables such as various game type and age groups of visual collaboration platform solutions. A thorough analysis was conducted of demand and supply-side scenarios considering top partnerships, mergers and acquisitions, business expansion, and product launches in the Online Gaming Edutainment Market sector across the globe.

Current Market Size Estimate & Forecast

Current Market Sizing: Based on actionable insights from the above 3 steps, we arrived at the current market size, key players in the global Online Gaming Edutainment Market, and market shares of the segments. All the required percentage shares split, and market breakdowns were determined using the above-mentioned secondary approach and were verified through primary interviews.

Estimation & Forecasting: For market estimation and forecast, weights were assigned to different factors including drivers & trends, restraints, and opportunities available for the stakeholders. After analyzing these factors, relevant forecasting techniques i.e., the top-down/bottom-up approach were applied to arrive at the market forecast for 2030 for different segments and sub-segments across the major markets globally. The research methodology adopted to estimate the market size encompasses:

  • The industry’s market size, in terms of revenue (USD) and the adoption rate of the Online Gaming Edutainment Market across the major markets domestically
  • All percentage shares, splits, and breakdowns of market segments and sub-segments
  • Key players in the global Online Gaming Edutainment Market in terms of products offered. Also, the growth strategies adopted by these players to compete in the fast-growing market.


Market Size and Share Validation

Primary Research: In-depth interviews were conducted with the Key Opinion Leaders (KOLs) including Top Level Executives (CXO/VPs, Sales Head, Marketing Head, Operational Head, Regional Head, Country Head, etc.) across major regions. Primary research findings were then summarized, and statistical analysis was performed to prove the stated hypothesis. Inputs from primary research were consolidated with secondary findings, hence turning information into actionable insights.

Split of Primary Participants in Different Regions

Online Gaming Edutainment Market
Online Gaming Edutainment Market

Market Engineering

The data triangulation technique was employed to complete the overall market estimation and to arrive at precise statistical numbers for each segment and sub-segment of the global Online Gaming Edutainment Market. Data was split into several segments & sub-segments post studying various parameters and trends in the areas of game type and age groups in the global Online Gaming Edutainment Market.

The main objective of the Global Online Gaming Edutainment Market Study

The current & future market trends of the global Online Gaming Edutainment Market were pinpointed in the study. Investors can gain strategic insights to base their discretion for investments on the qualitative and quantitative analysis performed in the study. Current and future market trends determined the overall attractiveness of the market at a regional level, providing a platform for the industrial participant to exploit the untapped market to benefit from a first-mover advantage. Other quantitative goals of the studies include:

  • Analyze the current and forecast market size of the Online Gaming Edutainment Market in terms of value (USD). Also, analyze the current and forecast market size of different segments and sub-segments.
  • Segments in the study include areas of product game type and age groups.
  • Define and analysis of the regulatory framework for the visual collaboration platform solutions industry.
  • Analyze the value chain involved with the presence of various intermediaries, along with analyzing customer and competitor behaviors of the industry.
  • Analyze the current and forecast market size of the Online Gaming Edutainment Market for the major region.
  • Major countries of regions studied in the report include Asia Pacific, Europe, North America, and the Rest of the World.
  • Company profile of the Online Gaming Edutainment Market and the growth strategies adopted by the market players to sustain in the fast-growing market.
  • Deep dive regional level analysis of the industry

You can also purchase parts of this report. Do you want to check out a section wise
price list?