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市場調查報告書
商品編碼
1911695

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)—產業預測(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個工作天內

價格
簡介目錄

全球教育遊戲市場規模預計在 2024 年達到 53.2 億美元,從 2025 年的 59 億美元成長到 2033 年的 135.1 億美元,在預測期(2026-2033 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,這主要得益於教育機構對數位化學習方式的日益普及。學校和培訓中心擴大採用遊戲化工具來強化傳統課程,從而激發學生的學習動力,培養批判性思考能力,並促進知識鞏固。教育遊戲融合了故事敘述、問題解決和互動挑戰等元素,創造了更愉悅的學習體驗。這一趨勢促使教育機構投資於提供學科特定解決方案的遊戲化平台,進一步推動了市場擴張。此外,智慧型手機和平板電腦的普及以及便捷的網路連接,使得學生能夠在課堂之外獲得教育內容。這種便利性,加上遊戲化學習應用程式在家長中的流行,正在推動用戶參與度的提升和全球市場的擴張。

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各類教育機構日益重視技術主導學習解決方案。隨著學校和大學努力提高學生的參與度和留存率,教育遊戲已成為促進互動式學習體驗的有效工具。將遊戲化元素融入課程不僅能提升學習動力,還能滿足不同的學習風格,讓教育更容易獲得且更有趣。數位設備和網際網路的普及進一步推動了這一趨勢,使學習者可以隨時隨地訪問教育遊戲,從而擴大了教育遊戲的覆蓋範圍和重要性。

限制全球教育遊戲市場的因素

全球教育遊戲市場的主要限制因素之一是這些遊戲與傳統教育課程的融合度不足。許多教育機構不願意採用新科技主導的教學方法,更傾向於他們認為更可靠的傳統教學方式。這種抵觸情緒可能源自於對遊戲能否有效提升學習效果、遊戲可能造成的干擾以及教師需要接受新工具培訓等方面的擔憂。此外,預算限制和學校間技術資源的不均衡也進一步阻礙了教育遊戲的廣泛應用,從而抑制了該領域的市場成長和創新。

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,即融合擴增實境(AR)、虛擬實境 (VR) 和人工智慧 (AI) 等身臨其境型技術,以提升學習體驗。這一趨勢正推動高度互動和引人入勝的學習環境的創建,從而促進知識的理解和記憶。這些技術將傳統課堂轉變為遊戲化空間,不僅提高了教育成果,也培養了全球學生的批判性思維和更深層的認知技能。隨著教育機構逐漸意識到身臨其境型學習的潛力,預計融合這些創新技術的教育遊戲的需求將顯著成長。

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(2025)
  • PESTEL 分析
  • 總體經濟指標
  • 價值鏈分析
  • 定價分析

全球教育遊戲市場規模(依年齡層分類)及複合年成長率(2026-2033 年)

  • 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)

全球教育遊戲市場規模(按學習目標和複合年成長率分類)(2026-2033 年)

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

全球教育遊戲市場規模:目標族群及複合年成長率(2026-2033)

  • 學生
  • 教師和相關人員
  • 監護人
  • 機構買家

全球教育遊戲市場規模及複合年成長率(2026-2033)

  • 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(2025 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(2025 年)
  • 主要企業公司簡介
    • 公司詳情
    • 產品系列分析
    • 依業務板塊進行公司股票分析
    • 2023-2025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 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