Online Gaming Edutainment Market Seen Soaring 16.1% Growth to Reach l USD 1.6 Billion by 2030, Projects UnivDatos Market Insights

Author: Himanshu Patni

27 January 2024

Key Highlights of the Report:

Ø Growing demand for interactive learning experiences: With the rise of digital technology and remote learning, there has been an increasing demand for interactive and engaging educational content that can capture students’ attention and foster their curiosity. Online gaming edutainment provides an effective solution to this need.

Ø Expansion into new markets: Traditionally, educational games were targeted towards K-12 students. However, with advancements in technology and changes in consumer preferences, the market has expanded to include adult learners, hobbyists, and professionals seeking continuous skill development. The online gaming edutainment industry now caters to a broader audience base.

Ø Increased focus on personalized learning: Gamification has proven to be highly effective in making learning more enjoyable and rewarding. Today, game developers prioritize tailoring gameplay experiences to individual players based on their strengths, weaknesses, interests, and learning styles. This approach enables a more immersive and effective learning experience for each player.

Ø Emergence of virtual reality (VR) and augmented reality (AR): VR and AR technologies have opened up new possibilities for immersive learning experiences that simulate real-world environments, enhancing cognitive skills and decision-making abilities. Game developers are incorporating these cutting-edge technologies into their products to create more engaging and interactive learning experiences.

Ø Growth of mobile gaming: Mobile devices have become ubiquitous, offering accessible platforms for gamified education anytime, anywhere. As a result, there has been a surge in the development of mobile games catering to various age groups and subject areas.

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.

Access sample report (including graphs, charts, and figures) https://univdatos.com/get-a-free-sample-form-php/?product_id=51195

Some of the recent developments are:

Ø In 2022, Google acquired Evernote, a note-taking app that also offers gamified learning experiences for students. The acquisition strengthened Google’s position in the education technology (edtech) industry.

Ø In 2022, Duolingo, a popular language-learning app, partnered with McGraw Hill, a well-established educational publisher, to create a comprehensive digital curriculum for schools. The collaboration combines Duolingo’s engaging gameplay with McGraw Hill’s expertise in creating rigorous academic content.

Ø In 2022, Ubisoft, a major video game publisher, acquired Gameloft, another prominent game development studio. The acquisition enabled Ubisoft to expand its reach into mobile gaming and further diversify its portfolio.

Click Here To View the Report Description & TOC –https://univdatos.com/report/online-gaming-edutainment-market/

Conclusion

The online gaming edutainment sector will experience continued rapid growth in the coming years due to several factors such as increased demand for interactive learning experiences, advancements in technology, and shifting attitudes towards gamification as a viable educational tool. According to the UnivDatos Market Insights analysis, “Online Gaming Edutainment Market” report, the global market was valued at USD 1.6 Billion in 2022, growing at a CAGR of 16.1% during the forecast period from 2023 – 2030 to reach USD XX billion by 2030.

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