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市場調查報告書
商品編碼
1737097
全球教育遊戲市場規模:按使用者類型、應用程式和地區預測Global Educational Games Market Size By User Type (Enterprises, Consumers), By Application (Simulation Training, Research and Planning), By Geographic Scope And Forecast |
2024 年全球教育遊戲市場規模為 122.4 億美元,預計到 2032 年將達到 215.8 億美元,2026 年至 2032 年的複合年成長率為 38.67%。
教育遊戲是指具有明確或附帶教育效果的遊戲。教育遊戲能夠幫助人們在遊戲中學習相關知識、拓展視野、促進成長、了解歷史事件和文化,並掌握技能。由於教育遊戲的蓬勃發展、對兒童全面發展的需求不斷成長以及近期的新趨勢,全球教育遊戲市場預計將迎來成長。本研究報告對全球教育遊戲市場進行了全面評估,全面分析了關鍵細分市場、趨勢、市場促進因素、市場限制、競爭格局以及影響市場的關鍵因素。
定義全球教育遊戲市場
教育遊戲的發展一直致力於實現特定的教學目標。由於教育遊戲中存在著基於遊戲的學習,「教育遊戲」一詞有時既指學習過程,也指教育技巧,甚至指那些具有附帶或次要教育價值的遊戲。然而,教育遊戲旨在幫助人們學習或獲得特定主題的資訊、促進發展、擴展概念、了解歷史事件或文化,或在遊戲中獲得技能。雖然許多不同類型的遊戲都可用於教育環境,但教育遊戲旨在幫助人們學習和獲得特定主題的資訊。
遊戲形式多樣,包括電子遊戲、圖板遊戲、紙牌遊戲等等。隨著政府、教育工作者和家長對遊戲滿足的心理需求及其對學習的影響的理解不斷加深,這種教育工具正逐漸成為主流。遊戲是一種合作遊戲,能夠培養互動、解決問題、目標、規則和適應能力。所有這些概念都以故事的形式呈現。基於遊戲的學習(簡稱GBL)是指以特定教育目標為設計理念的遊戲方式。
整體而言,基於遊戲的學習旨在平衡學習體驗和遊戲過程,並幫助使用者在現實世界中保留和運用所學。孩子們往往會花很多時間參與富有想像力的遊戲,學習西洋棋等數位遊戲的規則,以及玩捉迷藏等遊戲。因此,在社會和文化環境的框架下,遊戲和學習是等同的,並且都能促進認知和情感的發展。
全球教育遊戲市場概況
全球教育遊戲市場預計將持續擴張,這得益於企業用戶參與度需求的不斷成長、行動教育遊戲的日益普及以及學習成果的不斷提升。此外,虛擬實境在培訓和發展活動中的廣泛應用、智慧型手機使用率的不斷成長、對經濟高效的培訓模組的需求不斷成長、研發的強勁成長以及現代化的技術基礎設施,這些都是市場成長的關鍵驅動力。此外,大規模數位化和社交網路的興起也為市場創造了新的機會。然而,遊戲設計不足以及對嚴肅遊戲缺乏了解是市場成長的主要限制因素。
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.
The Global Educational Games Market is segmented on the basis of User Type, Application, And Geography.
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.
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.
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.