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Educational Games-Global Market Insights and Sales Trends 2025

Educational Games-Global Market Insights and Sales Trends 2025

Publishing Date : Mar, 2025

License Type :
 

Report Code : 1846984

No of Pages : 100

Synopsis
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 expected to reach US$ million by 2029, growing at a CAGR of % from 2023 to 2029. The market is mainly driven by the significant applications of Educational Games in various end use industries. The expanding demands from the Quality-oriented Education and Examination-oriented Education, are propelling Educational Games market. K-12 Educational Game, one of the segments analysed in this report, is projected to record % CAGR and reach US$ million by the end of the analysis period. Growth in the University Education Game segment is estimated at % CAGR for the next seven-year period.
Asia Pacific shows high growth potential for Educational Games market, driven by demand from China, the second largest economy with some signs of stabilising, the Educational Games market in China is forecast to reach US$ million by 2029, trailing a CAGR of % over the 2023-2029 period, while the U.S. market will reach US$ million by 2029, exhibiting a CAGR of % during the same period.
Report Objectives
This report provides market insight on the different segments, by players, by Type, by Application. Market size and forecast (2018-2029) has been provided in the report. The primary objectives of this report are to provide 1) global market size and forecasts, growth rates, market dynamics, industry structure and developments, market situation, trends; 2) global market share and ranking by company; 3) comprehensive presentation of the global market for Educational Games, with both quantitative and qualitative analysis through detailed segmentation; 4) detailed value chain analysis and review of growth factors essential for the existing market players and new entrants; 5) emerging opportunities in the market and the future impact of major drivers and restraints of the market.
Key Features of The Study:
This report provides in-depth analysis of the global Educational Games market, and provides market size (US$ million) and CAGR for the forecast period (2023-2029), considering 2022 as the base year.
This report profiles key players in the global Educational Games market based on the following parameters - company details (found date, headquarters, manufacturing bases), products portfolio, Educational Games sales data, market share and ranking.
This report elucidates potential market opportunities across different segments and explains attractive investment proposition matrices for this market.
This report illustrates key insights about market drivers, restraints, opportunities, market trends, regional outlook.
Key companies of Educational Games covered in this report include LeapFrog Enterprises, Scholastic, The Learning Company, Neusoft, Wisedu, Jucheng, Kingsun, Hongen and Guangdong Dongtian Digital Technology, etc.
The global Educational Games market report caters to various stakeholders in this industry including investors, suppliers, product players, distributors, new entrants, and financial analysts.
Market Segmentation
Company Profiles:
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
Global Educational Games market, by region:
North America (U.S., Canada, Mexico)
Europe (Germany, France, UK, Italy, etc.)
Asia Pacific (China, Japan, South Korea, Southeast Asia, India, etc.)
South America (Brazil, etc.)
Middle East and Africa (Turkey, GCC Countries, Africa, etc.)
Global Educational Games market, Segment by Type:
K-12 Educational Game
University Education Game
Adult Education Game
Elderly Education Game
Global Educational Games market, by Application
Quality-oriented Education
Examination-oriented Education
Core Chapters
Chapter One: Introduces the report scope of the report, executive summary of global and regional market size and CAGR for the history and forecast period (2018-2023, 2024-2029). It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter Two: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter Three: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter Four: Detailed analysis of Educational Games companies’ competitive landscape, revenue, market share and ranking, latest development plan, merger, and acquisition information, etc.
Chapter Five: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product introduction, revenue, recent development, etc.
Chapter Six, Seven, Eight, Nine and Ten: North America, Europe, Asia Pacific, Latin America, Middle East & Africa, revenue by country.
Chapter Eleven: this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter Twelve: Research Finding/Conclusion
Index
1 Market Overview of Educational Games
1.1 Educational Games Market Overview
1.1.1 Educational Games Product Scope
1.1.2 Educational Games Market Status and Outlook
1.2 Global Educational Games Market Size Overview by Region 2018 VS 2022 VS 2029
1.3 Global Educational Games Market Size by Region (2018-2029)
1.4 Global Educational Games Historic Market Size by Region (2018-2023)
1.5 Global Educational Games Market Size Forecast by Region (2024-2029)
1.6 Key Regions, Educational Games Market Size (2018-2029)
1.6.1 North America Educational Games Market Size (2018-2029)
1.6.2 Europe Educational Games Market Size (2018-2029)
1.6.3 Asia-Pacific Educational Games Market Size (2018-2029)
1.6.4 Latin America Educational Games Market Size (2018-2029)
1.6.5 Middle East & Africa Educational Games Market Size (2018-2029)
2 Educational Games Market by Type
2.1 Introduction
2.1.1 K-12 Educational Game
2.1.2 University Education Game
2.1.3 Adult Education Game
2.1.4 Elderly Education Game
2.2 Global Educational Games Market Size by Type: 2018 VS 2022 VS 2029
2.2.1 Global Educational Games Historic Market Size by Type (2018-2023)
2.2.2 Global Educational Games Forecasted Market Size by Type (2024-2029)
2.3 Key Regions Market Size by Type
2.3.1 North America Educational Games Revenue Breakdown by Type (2018-2029)
2.3.2 Europe Educational Games Revenue Breakdown by Type (2018-2029)
2.3.3 Asia-Pacific Educational Games Revenue Breakdown by Type (2018-2029)
2.3.4 Latin America Educational Games Revenue Breakdown by Type (2018-2029)
2.3.5 Middle East and Africa Educational Games Revenue Breakdown by Type (2018-2029)
3 Educational Games Market Overview by Application
3.1 Introduction
3.1.1 Quality-oriented Education
3.1.2 Examination-oriented Education
3.2 Global Educational Games Market Size by Application: 2018 VS 2022 VS 2029
3.2.1 Global Educational Games Historic Market Size by Application (2018-2023)
3.2.2 Global Educational Games Forecasted Market Size by Application (2024-2029)
3.3 Key Regions Market Size by Application
3.3.1 North America Educational Games Revenue Breakdown by Application (2018-2029)
3.3.2 Europe Educational Games Revenue Breakdown by Application (2018-2029)
3.3.3 Asia-Pacific Educational Games Revenue Breakdown by Application (2018-2029)
3.3.4 Latin America Educational Games Revenue Breakdown by Application (2018-2029)
3.3.5 Middle East and Africa Educational Games Revenue Breakdown by Application (2018-2029)
4 Educational Games Competition Analysis by Players
4.1 Global Educational Games Market Size by Players (2018-2023)
4.2 Global Top Players by Company Type (Tier 1, Tier 2 and Tier 3) & (based on the Revenue in Educational Games as of 2022)
4.3 Date of Key Players Enter into Educational Games Market
4.4 Global Top Players Educational Games Headquarters and Area Served
4.5 Key Players Educational Games Product Solution and Service
4.6 Competitive Status
4.6.1 Educational Games Market Concentration Rate
4.6.2 Mergers & Acquisitions, Expansion Plans
5 Company (Top Players) Profiles
5.1 LeapFrog Enterprises
5.1.1 LeapFrog Enterprises Profile
5.1.2 LeapFrog Enterprises Main Business
5.1.3 LeapFrog Enterprises Educational Games Products, Services and Solutions
5.1.4 LeapFrog Enterprises Educational Games Revenue (US$ Million) & (2018-2023)
5.1.5 LeapFrog Enterprises Recent Developments
5.2 Scholastic
5.2.1 Scholastic Profile
5.2.2 Scholastic Main Business
5.2.3 Scholastic Educational Games Products, Services and Solutions
5.2.4 Scholastic Educational Games Revenue (US$ Million) & (2018-2023)
5.2.5 Scholastic Recent Developments
5.3 The Learning Company
5.3.1 The Learning Company Profile
5.3.2 The Learning Company Main Business
5.3.3 The Learning Company Educational Games Products, Services and Solutions
5.3.4 The Learning Company Educational Games Revenue (US$ Million) & (2018-2023)
5.3.5 Neusoft Recent Developments
5.4 Neusoft
5.4.1 Neusoft Profile
5.4.2 Neusoft Main Business
5.4.3 Neusoft Educational Games Products, Services and Solutions
5.4.4 Neusoft Educational Games Revenue (US$ Million) & (2018-2023)
5.4.5 Neusoft Recent Developments
5.5 Wisedu
5.5.1 Wisedu Profile
5.5.2 Wisedu Main Business
5.5.3 Wisedu Educational Games Products, Services and Solutions
5.5.4 Wisedu Educational Games Revenue (US$ Million) & (2018-2023)
5.5.5 Wisedu Recent Developments
5.6 Jucheng
5.6.1 Jucheng Profile
5.6.2 Jucheng Main Business
5.6.3 Jucheng Educational Games Products, Services and Solutions
5.6.4 Jucheng Educational Games Revenue (US$ Million) & (2018-2023)
5.6.5 Jucheng Recent Developments
5.7 Kingsun
5.7.1 Kingsun Profile
5.7.2 Kingsun Main Business
5.7.3 Kingsun Educational Games Products, Services and Solutions
5.7.4 Kingsun Educational Games Revenue (US$ Million) & (2018-2023)
5.7.5 Kingsun Recent Developments
5.8 Hongen
5.8.1 Hongen Profile
5.8.2 Hongen Main Business
5.8.3 Hongen Educational Games Products, Services and Solutions
5.8.4 Hongen Educational Games Revenue (US$ Million) & (2018-2023)
5.8.5 Hongen Recent Developments
5.9 Guangdong Dongtian Digital Technology
5.9.1 Guangdong Dongtian Digital Technology Profile
5.9.2 Guangdong Dongtian Digital Technology Main Business
5.9.3 Guangdong Dongtian Digital Technology Educational Games Products, Services and Solutions
5.9.4 Guangdong Dongtian Digital Technology Educational Games Revenue (US$ Million) & (2018-2023)
5.9.5 Guangdong Dongtian Digital Technology Recent Developments
5.10 Zhengfang Software
5.10.1 Zhengfang Software Profile
5.10.2 Zhengfang Software Main Business
5.10.3 Zhengfang Software Educational Games Products, Services and Solutions
5.10.4 Zhengfang Software Educational Games Revenue (US$ Million) & (2018-2023)
5.10.5 Zhengfang Software Recent Developments
5.11 Kingosoft
5.11.1 Kingosoft Profile
5.11.2 Kingosoft Main Business
5.11.3 Kingosoft Educational Games Products, Services and Solutions
5.11.4 Kingosoft Educational Games Revenue (US$ Million) & (2018-2023)
5.11.5 Kingosoft Recent Developments
5.12 Beijing China Education Star Technology
5.12.1 Beijing China Education Star Technology Profile
5.12.2 Beijing China Education Star Technology Main Business
5.12.3 Beijing China Education Star Technology Educational Games Products, Services and Solutions
5.12.4 Beijing China Education Star Technology Educational Games Revenue (US$ Million) & (2018-2023)
5.12.5 Beijing China Education Star Technology Recent Developments
5.13 IntelHouse Technology
5.13.1 IntelHouse Technology Profile
5.13.2 IntelHouse Technology Main Business
5.13.3 IntelHouse Technology Educational Games Products, Services and Solutions
5.13.4 IntelHouse Technology Educational Games Revenue (US$ Million) & (2018-2023)
5.13.5 IntelHouse Technology Recent Developments
6 North America
6.1 North America Educational Games Market Size by Country (2018-2029)
6.2 U.S.
6.3 Canada
7 Europe
7.1 Europe Educational Games Market Size by Country (2018-2029)
7.2 Germany
7.3 France
7.4 U.K.
7.5 Italy
7.6 Russia
7.7 Nordic Countries
7.8 Rest of Europe
8 Asia-Pacific
8.1 Asia-Pacific Educational Games Market Size by Region (2018-2029)
8.2 China
8.3 Japan
8.4 South Korea
8.5 Southeast Asia
8.6 India
8.7 Australia
8.8 Rest of Asia-Pacific
9 Latin America
9.1 Latin America Educational Games Market Size by Country (2018-2029)
9.2 Mexico
9.3 Brazil
9.4 Rest of Latin America
10 Middle East & Africa
10.1 Middle East & Africa Educational Games Market Size by Country (2018-2029)
10.2 Turkey
10.3 Saudi Arabia
10.4 UAE
10.5 Rest of Middle East & Africa
11 Educational Games Market Dynamics
11.1 Educational Games Industry Trends
11.2 Educational Games Market Drivers
11.3 Educational Games Market Challenges
11.4 Educational Games Market Restraints
12 Research Finding /Conclusion
13 Methodology and Data Source
13.1 Methodology/Research Approach
13.1.1 Research Programs/Design
13.1.2 Market Size Estimation
13.1.3 Market Breakdown and Data Triangulation
13.2 Data Source
13.2.1 Secondary Sources
13.2.2 Primary Sources
13.3 Disclaimer
13.4 Author List

Published By : QY Research

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