The Latest report about the Educational Games market delivers a detailed evaluation of the business vertical in question, alongside a brief overview of the industry segments. An exceptionally workable estimation of the present industry scenario has been delivered in the study, and the Educational Games market size with regards to the revenue and volume have also been mentioned. In general, the research report is a collecting of key data with regards to the competitive landscape of this vertical and the multiple regions where the business has successfully recognized its position.
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Educational Games Market was valued at USD 9.20 Billion in 2019 and is projected to reach USD 88.11 Billion by 2027, growing at a CAGR of 38.53% from 2020 to 2027.
The report also presents the market competition landscape and a corresponding detailed analysis of the major vendors/manufacturers in the market. The key manufacturers covered in this report: Hongen, The Learning Company, Guangdong Dongtian Digital Technology, Neusoft, Kingsun, Kingosoft, Beijing China Education Star Technology, Jucheng, LeapFrog Enterprises, IntelHouse Technology, Zhengfang Software, Scholastic, Wisedu
15 May 2020 NatWest launches an educational video game for children
FRI 21.12.2018 LaLiga launches Educational Games app for Christmas- LaLiga has once again displayed its firm commitment to the world of entertainment and educational values after teaming up with Edujoy to launch LaLiga – Educational Games, an application consisting of more than 30 fun-filled games designed to allow children to improve their reasoning, processing speed, attention, visual acuity and memory skills.
Educational games are those games that are inevitably designed with educational aspiration, or which have circumstantial or secondary educational value. Complete varieties of games can be used in an educational environment, however, Educational games are games that are formed to help people learn and acquire information about certain subjects, reinforce development, expand concepts, perceive a historical event or culture, assist them in learning a skill as they play. Game types include video games and board games, cards. As governments, educators, and parents comprehend the psychological need and benefits that gaming has on learning; this educational tool has become mainstream. Games are collective play that teaches us interaction, problem solving, goals, rules, adaptation, all represented as a story.
The primary factors that drive the market growth are raised needs for user engagement across enterprises, development in usage of mobile-based educational games, and progress in learning outcomes. Inappropriate game design and lack of proficiency in serious games prevent the growth of the market. Large-scale digitization and appearance of social networks surface the new opportunities in the market.
Educational Games Market Segmentation:
Breakdown Data by Type
K-12 Educational Game
University Education Game
Adult Education Game
Elderly Education Game
Educational Games Breakdown Data by Application
Regional and Country-level Analysis
The report offers an exhaustive geographical analysis of the global Educational Games market, covering important regions, viz, North America, Europe, China, and Japan. It also covers key countries (regions), viz, U.S., Canada, Germany, France, U.K., Italy, Russia, China, Japan, South Korea, India, Australia, Taiwan, Indonesia, Thailand, Malaysia, Philippines, Vietnam, Mexico, Brazil, Turkey, Saudi Arabia, U.A.E, etc.
Strategic Points Covered in TOC:
The report focuses on global major leading industry players with information such as company profiles, product picture and specification, capacity, production, price, cost, revenue and contact information. Upstream raw materials, equipment and downstream consumers analysis is also carried out. What’s more, the Educational Games industry development trends and marketing channels are analyzed. Finally, the feasibility of new investment projects is assessed, and overall research conclusions are offered.
Educational Games market research includes the methodical description of the various factors such as the market growth and detailed information about the different company’s revenue, technological developments, production, and the various other strategic developments. The regional spaces of significant components, including the capacity, cost, price, technology, supplies, profit, and competition are analyzed.
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Educational Games Analysis and Strategies Carry Out as below:
- The report elucidates a gist of the tried-and-tested as well as innovative strategies undertaken by potential stakeholders with regards to the marketing of the product.
- The sales channels chosen (that include direct as well as indirect marketing) by the companies are briefly enumerated in the Educational Games market report.
- The distributors of these products and a gist of the top-of-the-notch customers for the same are also encompassed in the study.
- The report is inclusive of the pivotal driving forces influencing the commercialization landscape of the Educational Games market and their impact on the revenue scale of this business sphere.
- The rising product demand from the key geographies as well as the pivotal applications and potential business arenas are also included in the Educational Games Market report.
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Note: All the reports that we list have been tracking the impact of COVID-19 on the market. Both upstream and downstream of the entire supply chain has been accounted for while doing this. Also, where possible, we will provide an additional COVID-19 update supplement/report to the report in Q3, please check for with the sales team.
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