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市场调查报告书
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1737097

全球教育游戏市场规模:按使用者类型、应用程式和地区预测

Global Educational Games Market Size By User Type (Enterprises, Consumers), By Application (Simulation Training, Research and Planning), By Geographic Scope And Forecast

出版日期: | 出版商: Verified Market Research | 英文 202 Pages | 商品交期: 2-3个工作天内

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简介目录

教育游戏的市场规模与预测

2024 年全球教育游戏市场规模为 122.4 亿美元,预计到 2032 年将达到 215.8 亿美元,2026 年至 2032 年的复合年增长率为 38.67%。

教育游戏是指具有明确或附带教育效果的游戏。教育游戏能够帮助人们在游戏中学习相关知识、拓展视野、促进成长、了解历史事件和文化,并掌握技能。由于教育游戏的蓬勃发展、对儿童全面发展的需求不断增长以及近期的新趋势,全球教育游戏市场预计将迎来成长。本研究报告对全球教育游戏市场进行了全面评估,全面分析了关键细分市场、趋势、市场驱动因素、市场限制、竞争格局以及影响市场的关键因素。

定义全球教育游戏市场

教育游戏的发展一直致力于实现特定的教学目标。由于教育游戏中存在着基于游戏的学习,「教育游戏」一词有时既指学习过程,也指教育技巧,甚至指那些具有附带或次要教育价值的游戏。然而,教育游戏旨在帮助人们学习或获得特定主题的资讯、促进发展、扩展概念、了解历史事件或文化,或在游戏中获得技能。虽然许多不同类型的游戏都可用于教育环境,但教育游戏旨在帮助人们学习和获得特定主题的资讯。

游戏形式多样,包括电子游戏、图板游戏、纸牌游戏等等。随着政府、教育工作者和家长对游戏满足的心理需求及其对学习的影响的理解不断加深,这种教育工具正逐渐成为主流。游戏是一种合作游戏,能够培养互动、解决问题、目标、规则和适应能力。所有这些概念都以故事的形式呈现。基于游戏的学习(简称GBL)是指以特定教育目标为设计理念的游戏方式。

整体而言,基于游戏的学习旨在平衡学习体验和游戏过程,并帮助使用者在现实世界中保留和运用所学。孩子们往往会花很多时间参与富有想像力的游戏,学习西洋棋等数位游戏的规则,以及玩捉迷藏等游戏。因此,在社会和文化环境的框架下,游戏和学习是等同的,并且都能促进认知和情感的发展。

全球教育游戏市场概况

全球教育游戏市场预计将持续扩张,这得益于企业用户参与度需求的不断增长、行动教育游戏的日益普及以及学习成果的不断提升。此外,虚拟实境在培训和发展活动中的广泛应用、智慧型手机使用率的不断增长、对经济高效的培训模组的需求不断增长、研发的强劲增长以及现代化的技术基础设施,这些都是市场增长的关键驱动力。此外,大规模数数位化和社交网路的兴起也为市场创造了新的机会。然而,游戏设计不足以及对严肃游戏缺乏了解是市场成长的主要限制因素。

目录

第一章 全球教育游戏市场介绍

  • 市场概览
  • 研究范围
  • 先决条件

第二章执行摘要

第三章:已验证的市场研究调查方法

  • 资料探勘
  • 验证
  • 第一手资料
  • 资料来源列表

第四章 全球教育游戏市场展望

  • 概述
  • 市场动态
    • 驱动程式
    • 限制因素
    • 机会
  • 波特五力模型
  • 价值链分析

第五章 全球教育游戏市场依使用者类型划分

  • 概述
  • 公司
  • 消费者

第六章 全球教育游戏市场(按应用)

  • 概述
  • 广告和行销
  • 模拟训练
  • 研究与规划
  • 人力资源
  • 其他的

第七章全球教育游戏市场(按地区)

  • 概述
  • 北美洲
    • 美国
    • 加拿大
    • 墨西哥
  • 欧洲
    • 德国
    • 英国
    • 法国
    • 其他欧洲国家
  • 亚太地区
    • 中国
    • 日本
    • 印度
    • 其他亚太地区
  • 世界其他地区
    • 拉丁美洲
    • 中东和非洲

第八章全球教育游戏市场竞争格局

  • 概述
  • 各公司市场排名
  • 主要发展策略

第九章 公司简介

  • Breakaway Ltd.
  • Designing Digitally Inc.
  • DIGINEXT
  • IBM Corporation
  • Learning Nexus Ltd
  • Nintendo Co. Ltd.
  • Promotion Software GmbH
  • Revelian
  • Tata Interactive Systems
  • Cisco Systems Inc
  • CCS Digital Education
  • Grendel Games

第十章 重大进展

  • 产品发布/开发
  • 合併与收购
  • 业务扩展
  • 伙伴关係与合作

第十一章 附录

  • 相关调查
简介目录
Product Code: 50743

Educational Games Market Size And Forecast

Educational Games Market size was valued at USD 12.24 Billion in 2024 and is projected to reach USD 21.58 Billion by 2032, growing at a CAGR of 38.67% from 2026 to 2032.

Educational games are those with explicit or incidental educational benefits. Educational games enable individuals to learn about subjects, broaden concepts, reinforce growth, grasp a historical event or culture, or master a skill while they play. The Global Educational Games Market is expected to rise due to rising development in educational games, increasing demand for the overall growth of children, and recent new advancements. The Global Educational Games Market report provides a holistic evaluation of the market. The report offers a comprehensive analysis of key segments, trends, drivers, restraints, competitive landscape, and factors that are playing a substantial role in the market.

Global Educational Games Market Definition

The development of educational games was done with a focus on achieving certain pedagogical goals. As a result of the presence of game-based learning in educational games, the phrase "educational games" may be used to refer to both the process of learning as well as the technique of education, as well as to things that have tangential or secondary educational value. However, educational games are games that are designed to help people learn and acquire information about certain subjects, reinforce development, expand concepts, perceive a historical event or culture, and assist them in learning a skill while they play. Complete varieties of games can be used in educational settings; however, educational games are games that are formed to help people learn and acquire information about certain subjects.

There are many different forms of games, such as video games, board games, and card games. This educational tool has entered the mainstream as governments, educators, and parents gain an understanding of the psychological need that gaming fulfills and the benefits that gaming has on learning. Games are a form of cooperative play that educate us about interaction, problem solving, objectives, rules, and adaptability. These concepts are all presented in the form of a narrative. Game-based learning, often known as GBL, refers to a kind of gameplay that is designed with specific educational goals in mind.

In general, game-based learning is intended to strike a balance between the content being learned and the gameplay being experienced, as well as the capacity of the user to remember the content and apply it in the real world. Children have a propensity to spend hours at a time participating in imaginative play, learning the rules of digital games such as chess, and playing games like hiding and seek. Therefore, it is possible to say that playing and learning are equivalent and that both lead to cognitive and emotional growth within the framework of social and cultural environments respectively.

Global Educational Games Market Overview

The Global Educational Games Market is expected to increase due to the rising needs for user engagement across enterprises, development in the usage of mobile-based educational games, and progress in learning outcomes. Also, significant adoption of virtual reality in training & development activities, increasing usage of smartphones, growing demand for cost-effective training modules, and strong growth in research & planning, and the latest technological infrastructure are major drivers of the market's growth. Moreover, large-scale digitization and the appearance of social networks surface are new opportunities in the market. However, inappropriate game design and lack of proficiency in serious games are major restraints to the market's growth.

Global Educational Games Market: Segmentation Analysis

The Global Educational Games Market is segmented on the basis of User Type, Application, And Geography.

Educational Games Market, By User Type

  • Enterprises
  • Consumers

Based on User Type, The market is segmented into Enterprises and Consumers. The Enterprises segment is projected to rise the most during to forecasted period due to the growth in the need for better user engagement, cost-effective solutions, and adoption of virtual reality in training.

Educational Games Market, By Application

  • Simulation Training
  • Advertising & Marketing
  • Research and Planning
  • Human Resources
  • Others

Based on Application, The market is segmented into Advertising & Marketing, Simulation Training, Research and Planning, Human Resources, and Others. The Simulation Training segment is projected to rise the most during to forecasted period due to the rising adoption of simulation, impressive learning environment, and the efficacy of learning.

Educational Games Market, By Geography

  • North America
  • Europe
  • Asia Pacific
  • Rest of the world
  • On the basis of Geography, The Global Educational Games Market is classified into North America, Europe, Asia Pacific, and the Rest of the World. The Global Educational Games Market in the Asia Pacific region is expected to increase the most compared to other regions during the projected period due to rising investments, increasing demand for educational games, cost-effective solutions, and recent developments.

Key Players

The "Global Educational Games Market" study report will provide a valuable insight with an emphasis on the global market including some of the major players such as Breakaway Ltd., Designing Digitally Inc., DIGINEXT, IBM Corporation, Learning Nexus Ltd, Nintendo Co. Ltd., Promotion Software GmbH, Revelian, Tata Interactive Systems, Cisco Systems Inc, CCS Digital Education, Grendel Games.

Our market analysis also entails a section solely dedicated to such major players wherein our analysts provide an insight into the financial statements of all the major players, along with its product benchmarking and SWOT analysis. The competitive landscape section also includes key development strategies, market share, and market ranking analysis of the above-mentioned players globally.

Key Developments

  • In July 2021, University of Kent computing students created a Cyber Security game. Sherlocked, a 2D top-down puzzle adventure, helps pupils consolidate security fundamentals.
  • In February 2021, Revelian and Criteria Corp accomplished a one-year acquisition milestone and announced expanded worldwide responsibilities, such as APAC Revelian clients getting a more intuitive testing platform. Businesses may evaluate applicants swiftly and cost-effectively using several features.

TABLE OF CONTENTS

1 INTRODUCTION OF GLOBAL EDUCATIONAL GAMES MARKET

  • 1.1 Overview of the Market
  • 1.2 Scope of Report
  • 1.3 Assumptions

2 EXECUTIVE SUMMARY

3 RESEARCH METHODOLOGY OF VERIFIED MARKET RESEARCH

  • 3.1 Data Mining
  • 3.2 Validation
  • 3.3 Primary Interviews
  • 3.4 List of Data Sources

4 GLOBAL EDUCATIONAL GAMES MARKET OUTLOOK

  • 4.1 Overview
  • 4.2 Market Dynamics
    • 4.2.1 Drivers
    • 4.2.2 Restraints
    • 4.2.3 Opportunities
  • 4.3 Porters Five Force Model
  • 4.4 Value Chain Analysis

5 GLOBAL EDUCATIONAL GAMES MARKET, BY USER TYPE

  • 5.1 Overview
  • 5.2 Enterprises
  • 5.3 Consumers

6 GLOBAL EDUCATIONAL GAMES MARKET, BY APPLICATION

  • 6.1 Overview
  • 6.2 Advertising & Marketing
  • 6.3 Simulation Training
  • 6.4 Research & Planning
  • 6.5 Human Resources
  • 6.6 Others

7 GLOBAL EDUCATIONAL GAMES MARKET, BY GEOGRAPHY

  • 7.1 Overview
  • 7.2 North America
    • 7.2.1 U.S.
    • 7.2.2 Canada
    • 7.2.3 Mexico
  • 7.3 Europe
    • 7.3.1 Germany
    • 7.3.2 U.K.
    • 7.3.3 France
    • 7.3.4 Rest of Europe
  • 7.4 Asia Pacific
    • 7.4.1 China
    • 7.4.2 Japan
    • 7.4.3 India
    • 7.4.4 Rest of Asia Pacific
  • 7.5 Rest of the World
    • 7.5.1 Latin America
    • 7.5.2 Middle East & Africa

8 GLOBAL EDUCATIONAL GAMES MARKET COMPETITIVE LANDSCAPE

  • 8.1 Overview
  • 8.2 Company Market Ranking
  • 8.3 Key Development Strategies

9 COMPANY PROFILES

  • 9.1 Breakaway Ltd.
    • 9.1.1 Overview
    • 9.1.2 Financial Performance
    • 9.1.3 Product Outlook
    • 9.1.4 Key Developments
  • 9.2 Designing Digitally Inc.
    • 9.2.1 Overview
    • 9.2.2 Financial Performance
    • 9.2.3 Product Outlook
    • 9.2.4 Key Developments
  • 9.3 DIGINEXT
    • 9.3.1 Overview
    • 9.3.2 Financial Performance
    • 9.3.3 Product Outlook
    • 9.3.4 Key Developments
  • 9.4 IBM Corporation
    • 9.4.1 Overview
    • 9.4.2 Financial Performance
    • 9.4.3 Product Outlook
    • 9.4.4 Key Developments
  • 9.5 Learning Nexus Ltd
    • 9.5.1 Overview
    • 9.5.2 Financial Performance
    • 9.5.3 Product Outlook
    • 9.5.4 Key Developments
  • 9.6 Nintendo Co. Ltd.
    • 9.6.1 Overview
    • 9.6.2 Financial Performance
    • 9.6.3 Product Outlook
    • 9.6.4 Key Developments
  • 9.7 Promotion Software GmbH
    • 9.7.1 Overview
    • 9.7.2 Financial Performance
    • 9.7.3 Product Outlook
    • 9.7.4 Key Developments
  • 9.8 Revelian
    • 9.8.1 Overview
    • 9.8.2 Financial Performance
    • 9.8.3 Product Outlook
    • 9.8.4 Key Developments
  • 9.9 Tata Interactive Systems
    • 9.9.1 Overview
    • 9.9.2 Financial Performance
    • 9.9.3 Product Outlook
    • 9.9.4 Key Developments
  • 9.10 Cisco Systems Inc
    • 9.10.1 Overview
    • 9.10.2 Financial Performance
    • 9.10.3 Product Outlook
    • 9.10.4 Key Developments
  • 9.11 CCS Digital Education
    • 9.11.1 Overview
    • 9.11.2 Financial Performance
    • 9.11.3 Product Outlook
    • 9.11.4 Key Developments
  • 9.12 Grendel Games
    • 9.12.1 Overview
    • 9.12.2 Financial Performance
    • 9.12.3 Product Outlook
    • 9.12.4 Key Developments

10 KEY DEVELOPMENTS

  • 10.1 Product Launches/Developments
  • 10.2 Mergers and Acquisitions
  • 10.3 Business Expansions
  • 10.4 Partnerships and Collaborations

11 Appendix

  • 11.1 Related Research