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Online Gaming Edutainment Market

Online Gaming Edutainment Market - Global Industry Analysis 2016 - 2020 and Opportunity Assessment 2021 - 2031

Online Gaming Edutainment Market Segmented By type such as Mobile Games, Pay-to-Play Games, Free-to-Play Games and Pay-in-Play Games having Children, Teenager, Young Adult and Adult as Users

Global Online Gaming Edutainment Market: Market Outlook

Online gaming edutainment can be utilized to improve thinking skills in children, problem-solving and planning, and improve social skills. Playing online games was able to assist students unwind and let go some pressure, increase concentration along with assisting in enhancing their creativity.

Global online gaming edutainment offers different features such as simple, user-friendly, and easy-to-operate. The reliability of such features drives the growth of the online gaming edutainment market.

As rapidly developing technological applications such as simulations and games are widely integrated into the traditional educational method. These are adopted widely in the education sectors, with an existing body of work examining the relation between games and education.

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What are the Key Trends Impacting Growth of the Online Gaming Edutainment Market?

Digital or web-based games have increasingly supported learning activities are creating new growth opportunities for the online gaming edutainment market. Online gaming edutainment has a positive impact on various sectors such as student performance, engagement, and learning motivation.

Furthermore, children are playing multiplayer games with friends or using apps like ‘Heads up’ with the family in the living room, these types of games can help encourage relationships through shared moments and improve their social skills.

The need for enhanced memory, brain’s speed, and concentration, and improved multi-tasking skills, are fueling growth for the online gaming edutainment market. Digital transformation and customization drive the online gaming edutainment market.

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How is the Demand for Virtual Reality Products Reshaping the Online Gaming Edutainment Market?

Virtual reality gaming is where a person can experience being in a 3D environment and interact with that environment during a game. Virtual gaming products provide an immersive experience to the gamers through various devices such as VR headsets, controllers, treadmills, etc. The launch of various VR gaming devices by many VR startups continues to rise, the VR gaming accessories market is expected to grow substantially during the forecast period.

The virtual gaming industry is growing at a healthy pace, predominantly on the back of increasing smartphone and internet penetration and rising income levels of consumers across various countries such as China, India, and Japan. The increasing focus of online gaming edutainment companies towards virtual reality (VR) games is further expected to boost the online gaming edutainment market in the next three to five years.

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What are the major driving factors for Online Gaming Edutainment Market?

The application of gaming in education generates a lot of benefits in the learning process, is driving the online gaming edutainment market. The educational video games and simulators technology offers various skills such as algebra, biology, computer programming, and flight training. Online gaming edutainment may surge the children’s sense of self-esteem and progress socialization skills, improve leadership skills as well as team building.

Online gaming edutainment offers various benefits such as increases a child’s memory capacity, computer & simulation fluency, improve fast strategic thinking & problem-solving, and develop hand-eye coordination, and others. The reliability of such applications drives the growth of the online gaming edutainment market.

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What are the Key Challenges that may Restrain Growth of the Online Gaming Edutainment Market?

The online gaming edutainment solution providers facing various challenge such as games take time to learn and design properly, issues of access and the digital divide devices, high cost for content development for online gaming edutainment purpose. Such major challenges hindering the growth of the online gaming edutainment market.

Key Segments of Online Gaming Edutainment Market Covered in the Report

Based on type, the online gaming edutainment market has been segmented as

  • Mobile Games
  • Pay-to-Play Games
  • Free-to-Play Games
  • Pay-in-Play Games

Based on visitor, the Online Gaming Edutainment market has been segmented as

  • Children (0-12)
  • Teenager (13-18)
  • Young Adult (19-25)
  • Adult (25+)

Based on the region, the Online Gaming Edutainment market has been segmented as

  • North America
  • Latin America
  • Europe
  • South Asia & Pacific
  • East Asia
  • Middle East & Africa

Competitive Landscape

Key players such as

  • Peak
  • King Digital Entertainment
  • Disney
  • Microsoft Corporation
  • Sony Corporation
  • Legoland Discovery Center
  • Kidzania
  • Plabo
  • Kidz Holding S.A.L
  • Activision Blizzard
  • Ubisoft Entertainment SA
  • Sega Corporation
  • Pororo Park Singapore
  • others

are actively involved in offering online gaming edutainment for different applications. 

What Strategies are the Key Players Adopting for Increasing their Market Share in the Online Gaming Edutainment Market?

The online gaming edutainment provider strategy has been consistent with its more conservative approach to product innovation, which enables customers to integrate newer technologies in an evolutionary manner. This strategy also helps the online gaming edutainment provider enhance its customer base and product offerings.

In November 2020, educational games company Kahoot launched its own educational game subscription service. This company launched Kahoot+, a series of paid-for subscription products to help kids learn and play at the same time.

Partnerships among key players in the market are a major trend observed in the global online gaming edutainment market. Prominent players in the market are forming strategic partnerships for the development of new technologies and services.

In May 2020, Online streaming platform VOOT, has announced its partnership with online higher education company, upGrad, to enable the consumers and working professionals to seamlessly access entertainment and education videos.

What are the Key Opportunities for Online Gaming Edutainment Market?

Continuous developments and implementation of new solutions such as edutainment software and simulations technologies for various applications such as enhance online learning, and build skills for future careers, to create potential opportunities for the market growth.

Advantages and benefits such as business productivity promote teamwork and build confidence, and group play provides social benefits are the primary factors resulting in an increasing number of online gaming edutainment solution providers offering new and innovative products for business continuity. The integration of technologies such as IoT, machine learning, artificial intelligence, and others can be expected to lead to the development of the online gaming edutainment market with much more capabilities and improved performance.

Why the U.S. is a Big Market for Online Gaming Edutainment Market?

The U.S. is estimated to be the dominant market in 2020 in terms of revenue sales for the online gaming edutainment market. Product launches and product innovation is expected to remain as the key strategy of key players in this market to increase their sales growth.

Enterprises in the U.S. are developing and introducing new peripherals in VR gaming to provide better virtual reality experiences in online gaming edutainment for consumers. Thus, continuous up-gradation of VR devices results in the growth of the online gaming edutainment market across the U.S.

Why China has high growth opportunities for Online Gaming Edutainment Market?

In China country, the presence of several telecommunication enterprises and increasing competitiveness between them results in improved network connectivity. This strong network connectivity increases penetration of smartphones and high user engagement of smartphone-enabled online gaming edutainment devices. Significant applications in smartphones, tablets, wearables, gaming devices of VR technology is set to drive the China online gaming edutainment market.

The increase in the number of online gaming edutainment hardware manufacturers has resulted in an increase in the implementation of online gaming technology by the gaming industry. Significant use of online gaming edutainment platform offers different benefits such as improves critical thinking and technical skills and social and psychological benefits of gaming are set to drive the online gaming edutainment market over the forecasted period in the East Asia region.

What is the impact of COVID-19 Pandemic Outbreak on Online Gaming Edutainment Market?

The COVID-19 pandemic outbreak has disrupted many industries, including the online gaming edutainment market. The spread of COVID-19 has affected major adoption of online gaming edutainment in the Asia Pacific, Europe, and North America partially in the Middle East & Africa, and Latin America. Several facilities are affected due to the stoppage of development and supply chain-related challenges.

Due to the lockdown, more people are a move towards online gaming edutainment for learning and development benefits, physical and social benefits, and improve educational learning platforms. Such important factors drive the online gaming edutainment market.

The online gaming edutainment market is estimated to grow by 1.2X from 2020-2021 and would see a surge in demand amid the COVID-19 outbreak, as online gaming edutainment becomes the new norm. The need to socialize while stuck at home has resulted in a surge of online gaming edutainment content consumption and streaming, as these services come with a social element.

NOTE - All statements of fact, opinion, or analysis expressed in reports are those of the respective analysts. They do not necessarily reflect formal positions or views of the company.

- Companies Covered in This Report -

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