封面
市场调查报告书
商品编码
1911695

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)—产业预测(2026-2033 年)

Educational Games Market Size, Share, and Growth Analysis, By Age Group (Preschool, Primary School ), By Learning Objectives, By Target Audience, By Region - Industry Forecast 2026-2033

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 2024 年达到 53.2 亿美元,从 2025 年的 59 亿美元成长到 2033 年的 135.1 亿美元,在预测期(2026-2033 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,这主要得益于教育机构对数位化学习方式的日益普及。学校和培训中心越来越多地采用游戏化工具来强化传统课程,从而激发学生的学习动力,培养批判性思考能力,并促进知识巩固。教育游戏融合了故事叙述、问题解决和互动挑战等元素,创造了更愉悦的学习体验。这一趋势促使教育机构投资于提供学科特定解决方案的游戏化平台,进一步推动了市场扩张。此外,智慧型手机和平板电脑的普及以及便捷的网路连接,使得学生能够在课堂之外获得教育内容。这种便利性,加上游戏化学习应用程式在家长中的流行,正在推动用户参与度的提升和全球市场的扩张。

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各类教育机构日益重视技术主导学习解决方案。随着学校和大学努力提高学生的参与度和留存率,教育游戏已成为促进互动式学习体验的有效工具。将游戏化元素融入课程不仅能提升学习动力,还能满足不同的学习风格,让教育更容易获得且更有趣。数位设备和互联网的普及进一步推动了这一趋势,使学习者可以随时随地访问教育游戏,从而扩大了教育游戏的覆盖范围和重要性。

限制全球教育游戏市场的因素

全球教育游戏市场的主要限制因素之一是这些游戏与传统教育课程的融合度不足。许多教育机构不愿意采用新科技主导的教学方法,更倾向于他们认为更可靠的传统教学方式。这种抵触情绪可能源自于对游戏能否有效提升学习效果、游戏可能造成的干扰以及教师需要接受新工具培训等方面的担忧。此外,预算限制和学校间技术资源的不均衡也进一步阻碍了教育游戏的广泛应用,从而抑制了该领域的市场成长和创新。

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,即融合扩增实境(AR)、虚拟实境 (VR) 和人工智慧 (AI) 等身临其境型技术,以提升学习体验。这一趋势正推动高度互动和引人入胜的学习环境的创建,从而促进知识的理解和记忆。这些技术将传统课堂转变为游戏化空间,不仅提高了教育成果,也培养了全球学生的批判性思维和更深层的认知技能。随着教育机构逐渐意识到身临其境型学习的潜力,预计融合这些创新技术的教育游戏的需求将显着增长。

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(2025)
  • PESTEL 分析
  • 总体经济指标
  • 价值链分析
  • 定价分析

全球教育游戏市场规模(依年龄层划分)及复合年增长率(2026-2033 年)

  • 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)

全球教育游戏市场规模(按学习目标和复合年增长率划分)(2026-2033 年)

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

全球教育游戏市场规模:目标族群及复合年增长率(2026-2033)

  • 学生
  • 教师和相关人员
  • 监护人
  • 机构买家

全球教育游戏市场规模及复合年增长率(2026-2033)

  • 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(2025 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(2025 年)
  • 主要企业公司简介
    • 公司详情
    • 产品系列分析
    • 依业务板块进行公司股票分析
    • 2023-2025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 5.32 Billion in 2024 and is poised to grow from USD 5.9 Billion in 2025 to USD 13.51 Billion by 2033, growing at a CAGR of 10.9% during the forecast period (2026-2033).

The global educational games market is experiencing significant growth driven by the increasing adoption of digital learning methods in educational institutions. Schools and training centers are increasingly employing gamified tools to enrich traditional curricula, seeking to enhance student engagement, critical thinking, and knowledge retention. By integrating elements of storytelling, problem-solving, and interactive challenges, educational games create a more enjoyable learning experience. This trend prompts institutions to invest in game-based platforms that offer tailored, subject-specific solutions, fueling further market expansion. Additionally, the proliferation of smartphones and tablets, along with accessible internet connectivity, enables students to access educational content outside of the classroom. This convenience, coupled with the popularity of gamified learning apps among parents, enhances user engagement and broadens the market's reach globally.

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 emphasis on technology-driven learning solutions across various educational institutions. As schools and universities strive to enhance engagement and retention among students, educational games have emerged as an effective tool to foster interactive learning experiences. The integration of gamification elements into curricula not only boosts motivation but also caters to diverse learning styles, making education more accessible and enjoyable. This trend is further supported by the widespread availability of digital devices and internet connectivity, enabling learners to access educational games anytime and anywhere, thereby expanding their reach and relevance.

Restraints in the Global Educational Games Market

One key market restraint for the global educational games market is the limited integration of these games into traditional educational curricula. Many educational institutions exhibit reluctance to adopt new technology-driven teaching methods, often favoring conventional approaches that they perceive as more reliable. This resistance can stem from concerns about the effectiveness of games in enhancing learning outcomes, potential distractions they may introduce, and the necessity for teacher training on new tools. Additionally, budget constraints and varying levels of technological access among schools further inhibit the widespread adoption of educational games, stunting market growth and innovation in this sector.

Market Trends of the Global Educational Games Market

The global educational games market is experiencing a significant shift towards the integration of immersive technologies, such as augmented reality (AR), virtual reality (VR), and artificial intelligence (AI), to enhance learning experiences. This trend is driving the creation of highly interactive and engaging environments that promote better understanding and retention of knowledge. By evolving conventional classrooms into gamified spaces, these technologies not only improve teaching effectiveness but also encourage critical thinking and deeper cognitive skill development in students across the globe. As educational institutions recognize the potential of immersive learning, demand for educational games incorporating these innovations is expected to rise markedly.

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, 2025
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis

Global Educational Games Market Size by Age Group & CAGR (2026-2033)

  • 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 (2026-2033)

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

Global Educational Games Market Size by Target Audience & CAGR (2026-2033)

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

Global Educational Games Market Size & CAGR (2026-2033)

  • 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, 2025
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2025
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2023-2025)

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