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Online Gaming Edutainment-Global Market Insights and Sales Trends 2025

Online Gaming Edutainment-Global Market Insights and Sales Trends 2025

Publishing Date : Mar, 2025

License Type :
 

Report Code : 1881271

No of Pages : 100

Synopsis
The global Online Gaming Edutainment 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 Online Gaming Edutainment in various end use industries. The expanding demands from the Children (0-12), Teenager (13-18), Young Adult (19-25) and Adult (25+), are propelling Online Gaming Edutainment market. Free-to-Play Games, 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 Pay-in-Play Games segment is estimated at % CAGR for the next seven-year period.
Asia Pacific shows high growth potential for Online Gaming Edutainment market, driven by demand from China, the second largest economy with some signs of stabilising, the Online Gaming Edutainment 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 Online Gaming Edutainment, 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 Online Gaming Edutainment 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 Online Gaming Edutainment market based on the following parameters - company details (found date, headquarters, manufacturing bases), products portfolio, Online Gaming Edutainment 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 Online Gaming Edutainment covered in this report include Peak, King Digital Entertainment, Disney, Microsoft Corporation, Sony Corporation, Legoland Discovery Center, Kidzania, Plabo and Kidz Holding S.A.L, etc.
The global Online Gaming Edutainment market report caters to various stakeholders in this industry including investors, suppliers, product players, distributors, new entrants, and financial analysts.
Market Segmentation
Company Profiles:
Peak
King Digital Entertainment
Disney
Microsoft Corporation
Sony Corporation
Legoland Discovery Center
Kidzania
Plabo
Kidz Holding S.A.L
Activision Blizzard
Ubisoft Entertainment SA
Sega Corporation
Pororo Park Singapore
Global Online Gaming Edutainment 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 Online Gaming Edutainment market, Segment by Type:
Free-to-Play Games
Pay-in-Play Games
Global Online Gaming Edutainment market, by Application
Children (0-12)
Teenager (13-18)
Young Adult (19-25)
Adult (25+)
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 Online Gaming Edutainment 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 Online Gaming Edutainment
1.1 Online Gaming Edutainment Market Overview
1.1.1 Online Gaming Edutainment Product Scope
1.1.2 Online Gaming Edutainment Market Status and Outlook
1.2 Global Online Gaming Edutainment Market Size Overview by Region 2018 VS 2022 VS 2029
1.3 Global Online Gaming Edutainment Market Size by Region (2018-2029)
1.4 Global Online Gaming Edutainment Historic Market Size by Region (2018-2023)
1.5 Global Online Gaming Edutainment Market Size Forecast by Region (2024-2029)
1.6 Key Regions, Online Gaming Edutainment Market Size (2018-2029)
1.6.1 North America Online Gaming Edutainment Market Size (2018-2029)
1.6.2 Europe Online Gaming Edutainment Market Size (2018-2029)
1.6.3 Asia-Pacific Online Gaming Edutainment Market Size (2018-2029)
1.6.4 Latin America Online Gaming Edutainment Market Size (2018-2029)
1.6.5 Middle East & Africa Online Gaming Edutainment Market Size (2018-2029)
2 Online Gaming Edutainment Market by Type
2.1 Introduction
2.1.1 Free-to-Play Games
2.1.2 Pay-in-Play Games
2.2 Global Online Gaming Edutainment Market Size by Type: 2018 VS 2022 VS 2029
2.2.1 Global Online Gaming Edutainment Historic Market Size by Type (2018-2023)
2.2.2 Global Online Gaming Edutainment Forecasted Market Size by Type (2024-2029)
2.3 Key Regions Market Size by Type
2.3.1 North America Online Gaming Edutainment Revenue Breakdown by Type (2018-2029)
2.3.2 Europe Online Gaming Edutainment Revenue Breakdown by Type (2018-2029)
2.3.3 Asia-Pacific Online Gaming Edutainment Revenue Breakdown by Type (2018-2029)
2.3.4 Latin America Online Gaming Edutainment Revenue Breakdown by Type (2018-2029)
2.3.5 Middle East and Africa Online Gaming Edutainment Revenue Breakdown by Type (2018-2029)
3 Online Gaming Edutainment Market Overview by Application
3.1 Introduction
3.1.1 Children (0-12)
3.1.2 Teenager (13-18)
3.1.3 Young Adult (19-25)
3.1.4 Adult (25+)
3.2 Global Online Gaming Edutainment Market Size by Application: 2018 VS 2022 VS 2029
3.2.1 Global Online Gaming Edutainment Historic Market Size by Application (2018-2023)
3.2.2 Global Online Gaming Edutainment Forecasted Market Size by Application (2024-2029)
3.3 Key Regions Market Size by Application
3.3.1 North America Online Gaming Edutainment Revenue Breakdown by Application (2018-2029)
3.3.2 Europe Online Gaming Edutainment Revenue Breakdown by Application (2018-2029)
3.3.3 Asia-Pacific Online Gaming Edutainment Revenue Breakdown by Application (2018-2029)
3.3.4 Latin America Online Gaming Edutainment Revenue Breakdown by Application (2018-2029)
3.3.5 Middle East and Africa Online Gaming Edutainment Revenue Breakdown by Application (2018-2029)
4 Online Gaming Edutainment Competition Analysis by Players
4.1 Global Online Gaming Edutainment 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 Online Gaming Edutainment as of 2022)
4.3 Date of Key Players Enter into Online Gaming Edutainment Market
4.4 Global Top Players Online Gaming Edutainment Headquarters and Area Served
4.5 Key Players Online Gaming Edutainment Product Solution and Service
4.6 Competitive Status
4.6.1 Online Gaming Edutainment Market Concentration Rate
4.6.2 Mergers & Acquisitions, Expansion Plans
5 Company (Top Players) Profiles
5.1 Peak
5.1.1 Peak Profile
5.1.2 Peak Main Business
5.1.3 Peak Online Gaming Edutainment Products, Services and Solutions
5.1.4 Peak Online Gaming Edutainment Revenue (US$ Million) & (2018-2023)
5.1.5 Peak Recent Developments
5.2 King Digital Entertainment
5.2.1 King Digital Entertainment Profile
5.2.2 King Digital Entertainment Main Business
5.2.3 King Digital Entertainment Online Gaming Edutainment Products, Services and Solutions
5.2.4 King Digital Entertainment Online Gaming Edutainment Revenue (US$ Million) & (2018-2023)
5.2.5 King Digital Entertainment Recent Developments
5.3 Disney
5.3.1 Disney Profile
5.3.2 Disney Main Business
5.3.3 Disney Online Gaming Edutainment Products, Services and Solutions
5.3.4 Disney Online Gaming Edutainment Revenue (US$ Million) & (2018-2023)
5.3.5 Microsoft Corporation Recent Developments
5.4 Microsoft Corporation
5.4.1 Microsoft Corporation Profile
5.4.2 Microsoft Corporation Main Business
5.4.3 Microsoft Corporation Online Gaming Edutainment Products, Services and Solutions
5.4.4 Microsoft Corporation Online Gaming Edutainment Revenue (US$ Million) & (2018-2023)
5.4.5 Microsoft Corporation Recent Developments
5.5 Sony Corporation
5.5.1 Sony Corporation Profile
5.5.2 Sony Corporation Main Business
5.5.3 Sony Corporation Online Gaming Edutainment Products, Services and Solutions
5.5.4 Sony Corporation Online Gaming Edutainment Revenue (US$ Million) & (2018-2023)
5.5.5 Sony Corporation Recent Developments
5.6 Legoland Discovery Center
5.6.1 Legoland Discovery Center Profile
5.6.2 Legoland Discovery Center Main Business
5.6.3 Legoland Discovery Center Online Gaming Edutainment Products, Services and Solutions
5.6.4 Legoland Discovery Center Online Gaming Edutainment Revenue (US$ Million) & (2018-2023)
5.6.5 Legoland Discovery Center Recent Developments
5.7 Kidzania
5.7.1 Kidzania Profile
5.7.2 Kidzania Main Business
5.7.3 Kidzania Online Gaming Edutainment Products, Services and Solutions
5.7.4 Kidzania Online Gaming Edutainment Revenue (US$ Million) & (2018-2023)
5.7.5 Kidzania Recent Developments
5.8 Plabo
5.8.1 Plabo Profile
5.8.2 Plabo Main Business
5.8.3 Plabo Online Gaming Edutainment Products, Services and Solutions
5.8.4 Plabo Online Gaming Edutainment Revenue (US$ Million) & (2018-2023)
5.8.5 Plabo Recent Developments
5.9 Kidz Holding S.A.L
5.9.1 Kidz Holding S.A.L Profile
5.9.2 Kidz Holding S.A.L Main Business
5.9.3 Kidz Holding S.A.L Online Gaming Edutainment Products, Services and Solutions
5.9.4 Kidz Holding S.A.L Online Gaming Edutainment Revenue (US$ Million) & (2018-2023)
5.9.5 Kidz Holding S.A.L Recent Developments
5.10 Activision Blizzard
5.10.1 Activision Blizzard Profile
5.10.2 Activision Blizzard Main Business
5.10.3 Activision Blizzard Online Gaming Edutainment Products, Services and Solutions
5.10.4 Activision Blizzard Online Gaming Edutainment Revenue (US$ Million) & (2018-2023)
5.10.5 Activision Blizzard Recent Developments
5.11 Ubisoft Entertainment SA
5.11.1 Ubisoft Entertainment SA Profile
5.11.2 Ubisoft Entertainment SA Main Business
5.11.3 Ubisoft Entertainment SA Online Gaming Edutainment Products, Services and Solutions
5.11.4 Ubisoft Entertainment SA Online Gaming Edutainment Revenue (US$ Million) & (2018-2023)
5.11.5 Ubisoft Entertainment SA Recent Developments
5.12 Sega Corporation
5.12.1 Sega Corporation Profile
5.12.2 Sega Corporation Main Business
5.12.3 Sega Corporation Online Gaming Edutainment Products, Services and Solutions
5.12.4 Sega Corporation Online Gaming Edutainment Revenue (US$ Million) & (2018-2023)
5.12.5 Sega Corporation Recent Developments
5.13 Pororo Park Singapore
5.13.1 Pororo Park Singapore Profile
5.13.2 Pororo Park Singapore Main Business
5.13.3 Pororo Park Singapore Online Gaming Edutainment Products, Services and Solutions
5.13.4 Pororo Park Singapore Online Gaming Edutainment Revenue (US$ Million) & (2018-2023)
5.13.5 Pororo Park Singapore Recent Developments
6 North America
6.1 North America Online Gaming Edutainment Market Size by Country (2018-2029)
6.2 United States
6.3 Canada
7 Europe
7.1 Europe Online Gaming Edutainment 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 Online Gaming Edutainment 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 Online Gaming Edutainment 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 Online Gaming Edutainment Market Size by Country (2018-2029)
10.2 Turkey
10.3 Saudi Arabia
10.4 UAE
10.5 Rest of Middle East & Africa
11 Online Gaming Edutainment Market Dynamics
11.1 Online Gaming Edutainment Industry Trends
11.2 Online Gaming Edutainment Market Drivers
11.3 Online Gaming Edutainment Market Challenges
11.4 Online Gaming Edutainment 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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