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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

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

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簡介目錄

教育遊戲的市場規模與預測

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。

目錄

第1章 全球教育遊戲市場介紹

  • 市場概覽
  • 研究範圍
  • 先決條件

第2章執行摘要

第3章:已驗證的市場研究調查方法

  • 資料探勘
  • 驗證
  • 第一手資料
  • 資料來源列表

第4章 全球教育遊戲市場展望

  • 概述
  • 市場動態
    • 驅動程式
    • 限制因素
    • 機會
  • 波特五力模型
  • 價值鏈分析

第5章 全球教育遊戲市場依使用者類型分類

  • 概述
  • 公司
  • 消費者

第6章 全球教育遊戲市場(按應用)

  • 概述
  • 廣告和行銷
  • 模擬訓練
  • 研究與規劃
  • 人力資源
  • 其他

第7章全球教育遊戲市場(按地區)

  • 概述
  • 北美洲
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 德國
    • 英國
    • 法國
    • 其他歐洲國家
  • 亞太地區
    • 中國
    • 日本
    • 印度
    • 其他亞太地區
  • 世界其他地區
    • 拉丁美洲
    • 中東和非洲

第8章全球教育遊戲市場競爭格局

  • 概述
  • 各公司市場排名
  • 主要發展策略

第9章 公司簡介

  • 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10章 重大進展

  • 產品發布/開發
  • 合併與收購
  • 業務擴展
  • 夥伴關係與合作

第11章 附錄

  • 相關調查
簡介目錄
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