教育遊戲市場規模、佔有率和成長分析(按年齡層、學習目標、目標受眾和地區分類)-2025-2032年產業預測
市場調查報告書
商品編碼
1865247

教育遊戲市場規模、佔有率和成長分析(按年齡層、學習目標、目標受眾和地區分類)-2025-2032年產業預測

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個工作天內

價格
簡介目錄

全球教育遊戲市場規模預計在 2023 年達到 48 億美元,從 2024 年的 53.2 億美元成長到 2032 年的 121.8 億美元,在預測期(2025-2032 年)內複合年成長率為 10.9%。

全球教育遊戲市場正經歷顯著成長,這主要得益於數位化學習的興起。包括學校和培訓中心在內的教育機構正擴大採用遊戲化工具來輔助傳統教學方法,旨在提高學生的參與度、批判性思考能力和知識保留率。這些遊戲運用故事敘述和互動挑戰,使學習變得既有趣又有效。教育機構正大力投資遊戲平台,而開發者也不斷創新,提供客製化的自適應教育解決方案。此外,智慧型手機和平板電腦的普及,以及價格親民的網路接入,正在推動課堂之外的學習。家長也開始使用遊戲化應用程式進行家庭學習,從而促進孩子的持續參與。教育需求與行動裝置普及的融合,正在推動遊戲化產業在全球的擴張。

全球教育遊戲市場促進因素

全球教育遊戲市場的主要驅動力之一是對能夠提高學生參與度和改善學習成果的創新學習解決方案日益成長的需求。數位科技在課堂上的廣泛應用以及遊戲化教學方法的日益普及正在改變傳統的學習方式。教育遊戲不僅使學習變得有趣且互動性強,還能滿足不同的學習風格,並提供個人化的學習體驗。此外,行動裝置和網路的普及也促進了教育遊戲的廣泛應用,為學生創造了自主學習的環境。這些因素共同推動了教育遊戲產業的成長。

限制全球教育遊戲市場的因素

全球教育遊戲市場面臨的主要限制因素之一是技術普及程度有限,尤其是在發展中國家和農村地區。許多潛在用戶,包括學校和學生,缺乏有效使用數位教育遊戲所需的設備和穩定的網路連線。這種數位落差阻礙了教育遊戲解決方案的普及和應用,最終限制了市場成長。此外,教師和學生技術素養程度的差異也可能進一步阻礙這些遊戲在學習環境中的有效應用,從而構成企業必須克服的障礙,才能有效擴大其覆蓋範圍和影響力。

全球教育遊戲市場趨勢

全球教育遊戲市場正經歷重大變革,即擴增實境(AR)、虛擬實境(VR)和人工智慧(AI)等身臨其境型技術。這一趨勢透過創造互動性強、引人入勝的學習環境,顯著提升了學生的參與和理解力,從而革新了學習體驗。隨著教育機構擴大採用遊戲化教學方法,這些技術正在改善教育成果,並培養學生的關鍵認知技能。此外,傳統教室朝向充滿活力、身臨其境型的學習空間的轉變,也反映了教育實踐創新發展的大趨勢,進而推動了全球教育遊戲產業的成長與發展。

目錄

介紹

  • 調查目標
  • 調查範圍
  • 定義

調查方法

  • 資訊收集
  • 二手資料和一手資料方法
  • 市場規模預測
  • 市場假設與限制

執行摘要

  • 全球市場展望
  • 供需趨勢分析
  • 細分市場機會分析

市場動態與展望

  • 市場概覽
  • 市場規模
  • 市場動態
    • 促進因素和機遇
    • 限制與挑戰
  • 波特分析

關鍵市場考察

  • 關鍵成功因素
  • 競爭程度
  • 關鍵投資機會
  • 市場生態系統
  • 市場吸引力指數(2024)
  • PESTEL 分析
  • 總體經濟指標
  • 價值鏈分析
  • 定價分析

教育遊戲市場規模(依年齡層分類)及複合年成長率(2025-2032 年)

  • 市場概覽
  • 學前班(0-5歲)
  • 小學(6-12歲)
  • 青少年(13-19歲)
  • 成年人(20歲或以上)

按學習目標和複合年成長率分類的教育遊戲市場規模(2025-2032 年)

  • 市場概覽
  • 語言習得
  • 數學技能-1
  • 科學技術理解-2
  • 社會情緒學習

教育遊戲市場規模:目標受眾及複合年成長率(2025-2032)

  • 市場概覽
  • 學生
  • 教師和相關人員
  • 親愛的爸媽,
  • 機構負責人

教育遊戲市場規模及複合年成長率(2025-2032)

  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 德國
    • 西班牙
    • 法國
    • 英國
    • 義大利
    • 其他歐洲地區
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 亞太其他地區
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲地區
  • 中東和非洲
    • 海灣合作理事會國家
    • 南非
    • 其他中東和非洲地區

競爭資訊

  • 前五大公司對比
  • 主要企業的市場定位(2024 年)
  • 主要市場參與者所採取的策略
  • 近期市場趨勢
  • 公司市佔率分析(2024 年)
  • 主要企業簡介
    • 公司詳情
    • 產品系列分析
    • 依業務板塊進行公司股票分析
    • 2022-2024年營收年比比較

主要企業簡介

  • 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)

結論與建議

簡介目錄
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