About Educational Games
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.
Attributes | Details |
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Study Period | 2020-2032 |
Base Year | 2024 |
Unit | Value (USD Million) |
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. Analyst at AMA Research estimates that United States Players will contribute the maximum growth to Global Educational Games market throughout the forecasted period. Established and emerging Players should take a closer view at their existing organizations and reinvent traditional business and operating models to adapt to the future.
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 that are part of study coverage. Additionally, the Players which are also part of the research coverage are Hongen (China), JoyTunes (Israel), Guangdong Dongtian Digital Technology (China), Zhengfang Software (China) and Kingosoft (China).
Segmentation Overview
AMA Research has segmented the market of Global Educational Games market by Type (K-12 Educational Game, University Education Game, Adult Education Game, Elderly Education Game and Others), Application (Advertising & Marketing, Simulation Training, Research & Planning and Others) and Region.
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). If we see Market by End-User, the sub-segment i.e. Enterprises will boost the Educational Games market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth. If we see Market by Component, the sub-segment i.e. Hardware will boost the Educational Games market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth.
Influencing Trend:
Spike in Demand for Early Childhood Learning Educational Games and Technology Development of Game-Based Learning Platform
Market Growth Drivers:
Rising Virtual Learning Environment and Emerging Demand from University and Institutions for the Educational Games
Challenges:
Lack of Interaction with Mentors
Restraints:
High Cost Associated with Educational Games
Opportunities:
Rising Penetration into All Sectors of the Economy and Increasing Opportunity of Educational Games in Modern Society
Market Leaders and their expansionary 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
About Approach
To evaluate and validate the market size various sources including primary and secondary analysis is utilized. AMA Research follows regulatory standards such as NAICS/SIC/ICB/TRCB, to have a better understanding of the market. The market study is conducted on basis of more than 200 companies dealing in the market regional as well as global areas with the purpose to understand the companies positioning regarding the market value, volume, and their market share for regional as well as global.
Further to bring relevance specific to any niche market we set and apply a number of criteria like Geographic Footprints, Regional Segments of Revenue, Operational Centres, etc. The next step is to finalize a team (In-House + Data Agencies) who then starts collecting C & D level executives and profiles, Industry experts, Opinion leaders, etc., and work towards appointment generation.
The primary research is performed by taking the interviews of executives of various companies dealing in the market as well as using the survey reports, research institute, and latest research reports. Meanwhile, the analyst team keeps preparing a set of questionnaires, and after getting the appointee list; the target audience is then tapped and segregated with various mediums and channels that are feasible for making connections that including email communication, telephonic, skype, LinkedIn Group & InMail, Community Forums, Community Forums, open Survey, SurveyMonkey, etc.