教育游戏市场规模、份额和成长分析(按年龄层、学习目标、目标受众和地区划分)-2025-2032年产业预测
市场调查报告书
商品编码
1865247

教育游戏市场规模、份额和成长分析(按年龄层、学习目标、目标受众和地区划分)-2025-2032年产业预测

Educational Games Market Size, Share, and Growth Analysis, By Age Group (Preschool, Primary School ), By Learning Objectives, By Target Audience, By Region - Industry Forecast 2025-2032

出版日期: | 出版商: SkyQuest | 英文 189 Pages | 商品交期: 3-5个工作天内

价格
简介目录

全球教育游戏市场规模预计在 2023 年达到 48 亿美元,从 2024 年的 53.2 亿美元成长到 2032 年的 121.8 亿美元,在预测期(2025-2032 年)内复合年增长率为 10.9%。

全球教育游戏市场正经历显着成长,这主要得益于数位化学习的兴起。包括学校和培训中心在内的教育机构正越来越多地采用游戏化工具来辅助传统教学方法,旨在提高学生的参与度、批判性思考能力和知识保留率。这些游戏运用故事叙述和互动挑战,使学习变得既有趣又有效。教育机构正大力投资游戏平台,而开发者也不断创新,提供客製化的自适应教育解决方案。此外,智慧型手机和平板电脑的普及,以及价格亲民的网路接入,正在推动课堂之外的学习。家长也开始使用游戏化应用程式进行家庭学习,从而促进孩子的持续参与。教育需求与行动装置普及的融合,正在推动游戏化产业在全球的扩张。

全球教育游戏市场驱动因素

全球教育游戏市场的主要驱动力之一是对能够提高学生参与度和改善学习成果的创新学习解决方案日益增长的需求。数位科技在课堂上的广泛应用以及游戏化教学方法的日益普及正在改变传统的学习方式。教育游戏不仅使学习变得有趣且互动性强,还能满足不同的学习风格,并提供个人化的学习体验。此外,行动装置和网路的普及也促进了教育游戏的广泛应用,为学生创造了自主学习的环境。这些因素共同推动了教育游戏产业的成长。

限制全球教育游戏市场的因素

全球教育游戏市场面临的主要限制因素之一是技术普及程度有限,尤其是在发展中国家和农村地区。许多潜在用户,包括学校和学生,缺乏有效使用数位教育游戏所需的设备和稳定的网路连线。这种数位落差阻碍了教育游戏解决方案的普及和应用,最终限制了市场成长。此外,教师和学生技术素养程度的差异也可能进一步阻碍这些游戏在学习环境中的有效应用,从而构成企业必须克服的障碍,才能有效扩大其覆盖范围和影响力。

全球教育游戏市场趋势

全球教育游戏市场正经历重大变革,即扩增实境(AR)、虚拟实境(VR)和人工智慧(AI)等身临其境型技术。这一趋势透过创造互动性强、引人入胜的学习环境,显着提升了学生的参与和理解力,从而革新了学习体验。随着教育机构越来越多地采用游戏化教学方法,这些技术正在改善教育成果,并培养学生的关键认知技能。此外,传统教室朝向充满活力、身临其境型的学习空间的转变,也反映了教育实践创新发展的大趋势,进而推动了全球教育游戏产业的成长与发展。

目录

介绍

  • 调查目标
  • 调查范围
  • 定义

调查方法

  • 资讯收集
  • 二手资料和一手资料方法
  • 市场规模预测
  • 市场假设与限制

执行摘要

  • 全球市场展望
  • 供需趋势分析
  • 细分市场机会分析

市场动态与展望

  • 市场概览
  • 市场规模
  • 市场动态
    • 驱动因素和机会
    • 限制与挑战
  • 波特分析

关键市场考察

  • 关键成功因素
  • 竞争程度
  • 关键投资机会
  • 市场生态系统
  • 市场吸引力指数(2024)
  • PESTEL 分析
  • 总体经济指标
  • 价值链分析
  • 定价分析

教育游戏市场规模(依年龄层划分)及复合年增长率(2025-2032 年)

  • 市场概览
  • 学前班(0-5岁)
  • 小学(6-12岁)
  • 青少年(13-19岁)
  • 成年人(20岁或以上)

按学习目标和复合年增长率分類的教育游戏市场规模(2025-2032 年)

  • 市场概览
  • 语言习得
  • 数学技能-1
  • 科学技术理解-2
  • 社会情绪学习

教育游戏市场规模:目标受众及复合年增长率(2025-2032)

  • 市场概览
  • 学生
  • 教师和相关人员
  • 亲爱的爸妈,
  • 机构负责人

教育游戏市场规模及复合年增长率(2025-2032)

  • 北美洲
    • 美国
    • 加拿大
  • 欧洲
    • 德国
    • 西班牙
    • 法国
    • 英国
    • 义大利
    • 其他欧洲地区
  • 亚太地区
    • 中国
    • 印度
    • 日本
    • 韩国
    • 亚太其他地区
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲地区
  • 中东和非洲
    • 海湾合作委员会国家
    • 南非
    • 其他中东和非洲地区

竞争资讯

  • 前五大公司对比
  • 主要企业的市场定位(2024 年)
  • 主要市场参与者所采取的策略
  • 近期市场趋势
  • 公司市占率分析(2024 年)
  • 主要企业简介
    • 公司详情
    • 产品系列分析
    • 依业务板块进行公司股票分析
    • 2022-2024年营收年比比较

主要企业简介

  • Prodigy Education(Canada)
  • Tynker(USA)
  • Osmo(USA)
  • Filament Games(USA)
  • ABCmouse(USA)
  • BrainPOP(USA)
  • Lingokids(Spain)
  • PBS Kids(USA)
  • Kahoot!(Norway)
  • Savivo(Denmark)
  • The LEGO Group(Denmark)
  • Discovery Education(USA)
  • Promethean(UK)
  • Ellucian(USA)
  • MarcoPolo Learning(USA)

结论与建议

简介目录
Product Code: SQMIG25R2042

Global Educational Games Market size was valued at USD 4.8 billion in 2023 and is poised to grow from USD 5.32 billion in 2024 to USD 12.18 billion by 2032, growing at a CAGR of 10.9% during the forecast period (2025-2032).

The global educational games market is experiencing significant growth driven by a shift towards digital learning. Educational institutions, including schools and training centers, are increasingly adopting gamified tools to enhance traditional teaching, aiming to boost student engagement, critical thinking, and knowledge retention. These games leverage storytelling and interactive challenges, making learning both enjoyable and effective. Institutions are investing substantially in game-based platforms, while developers innovate to offer tailored, adaptive educational solutions. Additionally, the widespread use of smartphones and tablets, coupled with affordable internet access, facilitates learning beyond the classroom. Parents are embracing gamified apps for at-home education, fostering continuous engagement. This convergence of institutional demand and mobile adoption is propelling the educational games sector's expansion on a global scale.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Educational Games market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global Educational Games Market Segments Analysis

Global Educational Games Market is segmented by Age Group, Learning Objectives, Target Audience and region. Based on Age Group, the market is segmented into Preschool (0-5 years), Primary School (6-12 years), Teenagers (13-19 years) and Adults (20+ years). Based on Learning Objectives, the market is segmented into Language Acquisition, Mathematics Skills-1, Science & Technology Understanding-2 and Social-Emotional Learning. Based on Target Audience, the market is segmented into Students, Teachers & Educators, Parents & Guardians and Institutional Buyers. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Global Educational Games Market

One of the key market drivers for the Global Educational Games Market is the increasing demand for innovative learning solutions that engage students and enhance educational outcomes. The rise of digital technology in classrooms and the growing acceptance of gamification as a pedagogical tool are transforming traditional learning methods. Educational games not only make learning fun and interactive but also cater to diverse learning styles, enabling personalized education experiences. Moreover, the accessibility of mobile devices and the internet allows for widespread adoption, fostering an environment where students can learn at their own pace, thereby driving the growth of the educational games sector.

Restraints in the Global Educational Games Market

A significant market restraint for the Global Educational Games Market is the limited access to technology, particularly in underdeveloped and rural areas. Many potential users, including schools and students, lack the necessary devices and stable internet connectivity to effectively engage with digital educational games. This digital divide hinders the adoption and integration of educational gaming solutions, ultimately limiting market growth. Additionally, the varying levels of technological literacy among educators and students can further impede the effective implementation of these games in learning environments, creating barriers that companies must navigate in order to expand their reach and impact effectively.

Market Trends of the Global Educational Games Market

The global educational games market is experiencing a significant shift towards the integration of immersive technologies, including augmented reality (AR), virtual reality (VR), and artificial intelligence (AI). This trend is revolutionizing learning experiences by creating interactive and engaging environments that promote higher levels of student participation and comprehension. As educational institutions increasingly adopt gamified approaches, these technologies are enhancing teaching outcomes and nurturing essential cognitive skills. Furthermore, the transformation of conventional classrooms into vibrant, immersive learning spaces reflects a broader movement towards innovative educational practices, ultimately driving growth and interest in the educational games sector worldwide.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis

Global Educational Games Market Size by Age Group & CAGR (2025-2032)

  • Market Overview
  • Preschool (0-5 years)
  • Primary School (6-12 years)
  • Teenagers (13-19 years)
  • Adults (20+ years)

Global Educational Games Market Size by Learning Objectives & CAGR (2025-2032)

  • Market Overview
  • Language Acquisition
  • Mathematics Skills-1
  • Science & Technology Understanding-2
  • Social-Emotional Learning

Global Educational Games Market Size by Target Audience & CAGR (2025-2032)

  • Market Overview
  • Students
  • Teachers & Educators
  • Parents & Guardians
  • Institutional Buyers

Global Educational Games Market Size & CAGR (2025-2032)

  • North America (Age Group, Learning Objectives, Target Audience)
    • US
    • Canada
  • Europe (Age Group, Learning Objectives, Target Audience)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Age Group, Learning Objectives, Target Audience)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Age Group, Learning Objectives, Target Audience)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Age Group, Learning Objectives, Target Audience)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

Key Company Profiles

  • Prodigy Education (Canada)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Tynker (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Osmo (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Filament Games (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • ABCmouse (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • BrainPOP (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Lingokids (Spain)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • PBS Kids (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Kahoot! (Norway)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Savivo (Denmark)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • The LEGO Group (Denmark)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Discovery Education (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Promethean (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Ellucian (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • MarcoPolo Learning (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations