网路游戏寓教于乐市场:现况分析与预测(2023-2030)
市场调查报告书
商品编码
1408694

网路游戏寓教于乐市场:现况分析与预测(2023-2030)

Online Gaming Edutainment Market: Current Analysis and Forecast (2023-2030)

出版日期: | 出版商: UnivDatos Market Insights Pvt Ltd | 英文 142 Pages | 商品交期: 最快1-2个工作天内

价格
简介目录

线上游戏寓教于乐市场预计到 2022 年将达到 16 亿美元,在预测期内(2023-2030 年)稳定成长约 16.1%。 这是因为技术进步使开发人员能够越来越多地为不同年龄层的人创造复杂且易于使用的产品。 此外,家长对以其他方式补充孩子在家教育的需求日益增长,特别是在这个前所未有的时期,由于大流行和其他因素,传统学校系统并不总是可用。 此外,由于现代学习者更喜欢动手体验而不是被动消费,因此许多教育工作者将游戏融入他们的课程中,作为混合学习策略的一部分。

依游戏类型划分,市场分为行动游戏、付费游戏和付费线上游戏。 其中,付费游戏市场领先于整体市场份额,因为它能够提供针对每个玩家的需求和兴趣的个人化体验,同时为教师和学生提供可衡量的进度追踪。 这种方法使我们从竞争对手中脱颖而出,因为它提供了一个身临其境、引人入胜的环境,与其他市场上的休閒游戏化内容相比,该环境非常适合促进深度知识保留。它已成为一个突出的存在。

市场依年龄层分为儿童、青少年、青少年及成人。 其中,成年人可支配收入水准较高,更容易投资于与该领域相关的优质产品和服务,并且更意识到终身学习的好处,占据最大份额。

为了更了解线上游戏寓教于乐的市场介绍,将市场分为北美(美国、加拿大、北美其他地区)、欧洲(德国、英国、法国、西班牙、义大利、欧洲其他地区)、亚太地区(根据其他地区(中国、日本、印度、亚太其他地区)和其他地区的全球影响力进行分析。 北美在线上游戏寓教于乐市场的全球份额中处于领先地位,这得益于其完善的游戏产业基础设施以及政府对有效融入游戏元素的 STEM 教育计划的支持,这是因为它表现良好。 欧洲和亚太地区占据了整个市场规模的大部分,这主要是由于寻求在玩乐的同时学习新技能的消费者采用率不断上升所推动的。 其他地区,如拉丁美洲/中东和非洲,仍在发展中,但随着可支配收入的增加和互联网普及率的提高,针对全球不同目标群体量身定制的此类教育游戏/平台的需求将会增加。这预计将导致未来几年将快速成长。

市场上的主要参与者包括Microsoft, Sony, Sega, King Digital Entertainment, Kidzania, Peak, Disney, Legoland Discovery Center, Prabo, Activision Blizzard。

目录

第一章市场介绍

  • 市场定义
  • 主要目标
  • 利害关係人
  • 限制

第二章研究方法或假设

  • 调查过程
  • 调查方法
  • 受访者简介

第三章市场总结

第 4 章执行摘要

第五章网路游戏寓教于乐市场收入(2020-2030)

第 6 章按游戏类型划分的市场洞察

  • 手机游戏
  • 付费游戏
  • 付费线上游戏

第 7 章依年龄层划分的市场洞察

  • 儿童
  • 青少年
  • 年轻成人
  • 成人

第 8 章区域市场洞察

  • 北美
    • 美国
    • 加拿大
    • 北美其他地区
  • 欧洲
    • 德国
    • 英国
    • 法国
    • 义大利
    • 西班牙
    • 欧洲其他地区
  • 亚太地区
    • 中国
    • 日本
    • 印度
    • 亚太地区其他地区
  • 世界其他地区

第九章网路游戏寓教于乐市场动态

  • 市场驱动因素
  • 市场挑战
  • 影响分析

第十章网路游戏寓教于乐市场机会

第十一章网路游戏寓教于乐市场趋势

第十二章需求面与供给面分析

  • 需求方分析
  • 供给面分析

第十三章价值链分析

第14章价格分析

第 15 章策略洞察

第16章竞争场景

  • 竞争状况
    • 波特五力分析

第十七章公司简介

  • Microsoft Corporation
  • Sony Corporation
  • Sega Corporation
  • King Digital Entertainment
  • Kidzania
  • Peak
  • Disney
  • Legoland Discovery Center
  • Plabo
  • Activision Blizzard

第十八章免责声明

简介目录
Product Code: UMTI212506

The online gaming edutainment market refers to video games that aim to entertain and educate players simultaneously. This type of game typically combines learning with fun gameplay elements such as puzzles, quizzes, or interactive storytelling mechanics that make it engaging for users while providing an immersive experience in various subjects like history, science, language arts, math and more. These types of games can be found across different platforms including PCs, consoles, mobile devices, or tablets.

The Online Gaming Edutainment Market was valued at 1.6 billion in 2022 and is expected to grow at a steady rate of around 16.1% in the forecasted period (2023-2030) owing to the technological advancements, which allow developers to create increasingly sophisticated, yet accessible products tailored towards diverse age groups. Additionally, there has been a rising demand from parents seeking out alternative ways to supplement their children's education at home, especially during these unprecedented times when traditional school systems may not always be available due to pandemics or other factors. Furthermore, modern learners prefer hands-on experiences over passive consumption, leading many educators to incorporate gaming into their lessons as part of blended learning strategies.

Based on game type, the market is categorized into mobile games, pay-to-play games, and pay-in-play games. Among these, the pay-in-play subsegment leads the overall Online Gaming Edutainment Market share due to its ability to offer personalized experiences that cater specifically to each player's needs & interests while also providing measurable progress tracking capabilities for both teachers & students alike. This approach allows it stand out among competitors by offering an immersive engaging environment ideal for fostering deep knowledge retention compared with more casual gamified content found elsewhere in the market.

Based on age groups, the market is segmented into children, teenagers, young adult, and adult. Among these, the adult segment currently holds the largest market share within market due to a combination of factors such as higher disposable income levels enabling them to invest more readily into premium products or services associated with this field coupled with greater awareness regarding benefits associated with lifelong learning throughout one's life span.

For a better understanding of the market adoption of online gaming edutainment, the market is analyzed based on its worldwide presence in countries such as North America (U.S., Canada, and the Rest of North America), Europe (Germany, U.K., France, Spain, Italy, Rest of Europe), Asia-Pacific (China, Japan, India, Rest of Asia-Pacific), Rest of World. North America leads the way when it comes to Online Gaming Edutainment Market major shares accounting globally mainly due its well-established gaming industry infrastructure combined with favorable government initiatives supporting STEM education programs that integrate gameplay elements effectively. Following closely behind Europe & Asia Pacific regions both holding significant portions of overall market size respectively thanks largely to growing adoption rates among consumers looking for alternative ways to learn new skills while having fun at same time. Other regions like Latin America MEA are still developing but expected show rapid growth over next few years as internet penetration increases alongside rising disposable incomes leading an increase in demand for these types of educational games/platforms catering specifically towards diverse target audience segments worldwide.

Some of the major players operating in the market are Microsoft Corporation; Sony Corporation; Sega Corporation; King Digital Entertainment; Kidzania; Peak; Disney; Legoland Discovery Center; Plabo; Activision Blizzard.

TABLE OF CONTENTS

1 MARKET INTRODUCTION

  • 1.1. Market Definitions
  • 1.2. Main Objective
  • 1.3. Stakeholders
  • 1.4. Limitation

2 RESEARCH METHODOLOGY OR ASSUMPTIONS

  • 2.1. Research Process of the Online Gaming Edutainment Market
  • 2.2. Research Methodology of the Online Gaming Edutainment Market
  • 2.3. Respondent Profile

3 MARKET SYNOPSIS

4 EXECUTIVE SUMMARY

5 ONLINE GAMING EDUTAINMENT MARKET REVENUE (USD BN), 2020-2030F

6 MARKET INSIGHTS BY GAME TYPE

  • 6.1. Mobile Games
  • 6.2. Pay-to-Play Games
  • 6.3. Pay-in-Play Games

7 MARKET INSIGHTS BY AGE GROUPS

  • 7.1. Children
  • 7.2. Teenagers
  • 7.3. Young Adult
  • 7.4. Adult

8 MARKET INSIGHTS BY REGION

  • 8.1. North America
    • 8.1.1. U.S.
    • 8.1.2. Canada
    • 8.1.3. Rest of North America
  • 8.2. Europe
    • 8.2.1. Germany
    • 8.2.2. U.K.
    • 8.2.3. France
    • 8.2.4. Italy
    • 8.2.5. Spain
    • 8.2.6. Rest of Europe
  • 8.3. Asia-Pacific
    • 8.3.1. China
    • 8.3.2. Japan
    • 8.3.3. India
    • 8.3.4. Rest of Asia-Pacific
  • 8.4. Rest of the World

9 ONLINE GAMING EDUTAINMENT MARKET DYNAMICS

  • 9.1. Market Drivers
  • 9.2. Market Challenges
  • 9.3. Impact Analysis

10 ONLINE GAMING EDUTAINMENT MARKET OPPORTUNITIES

11 ONLINE GAMING EDUTAINMENT MARKET TRENDS

12 DEMAND AND SUPPLY-SIDE ANALYSIS

  • 12.1. Demand Side Analysis
  • 12.2. Supply Side Analysis

13 VALUE CHAIN ANALYSIS

14 PRICING ANALYSIS

15 STRATEGIC INSIGHTS

16 COMPETITIVE SCENARIO

  • 16.1. Competitive Landscape
    • 16.1.1. Porters Fiver Forces Analysis

17 COMPANY PROFILED

  • 17.1. Microsoft Corporation
  • 17.2. Sony Corporation
  • 17.3. Sega Corporation
  • 17.4. King Digital Entertainment
  • 17.5. Kidzania
  • 17.6. Peak
  • 17.7. Disney
  • 17.8. Legoland Discovery Center
  • 17.9. Plabo
  • 17.10. Activision Blizzard

18 DISCLAIMER