Educational Games Market Size, Share & Growth Analysis By Type (K-12 Educational Game, University Education Game, Adult Education Game, Elderly Education Game), By Application (Quality-Oriented Education, Examination-Oriented Education, Other), And Regional Forecast, 2022-2028

  • Category:Consumer Goods
  • Published on:Jun 2022
  • Pages:118
  • Formats:
  • Report Code:21529

Report Summary

Eternity Insights has published a new study on Global Educational Games Market focusing on key segments By Type (K-12 Educational Game, University Education Game, Adult Education Game, Elderly Education Game), By Application (Quality-Oriented Education, Examination-Oriented Education, Other), and by region. This deep dive research report highlights the market and competitive intelligence across the key segments of the market. The report also considers the impact of COVID-19 on the global Educational Games Market.

The report considers 2018-2020 as historic period, 2021 as base year, and 2022-2028 as forecast period. The report includes quantitative analysis of the market supported by the market drivers, challenges, and trends to accurately map the market scenario and competition. Moreover, key insights related to market having direct impact on the market will also be covered.

Educational Games Market report is based on robust research methodology designed using blend of research ap-proaches developed using secondary/desk research and validated through the primary research and expert insights. Eternity Insights also uses paid data bases such as FACIVA, Hoovers, and other bench-marking and forecasting tools to provide accurate statistical analysis of supply and demand trends.

Global Educational Games Market Size, 2018-2028 (USD Million)

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Global Educational Games Market Segmentation:

Educational Games Market, By Type

  • K-12 Educational Game
  • University Education Game
  • Adult Education Game
  • Elderly Education Game

Educational Games Market, By Application

  • Quality-oriented Education
  • Examination-oriented Education
  • Other

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Geographically, the market is categorized in to five regions as North America, Europe, Asia Pacific, Latin America, and the Middle East and Africa. North America region dominates the global Educational Games market in terms of demand generation. The Educational Games market in Asia Pacific region is expected to grow at significantly high growth rate. The regional market is further sub-segmented and analyzed at granular level across key countries. The report will include market size and forecast for Educational Games market for below listed coun-tries across each region.

North America (U.S. and Canada), Europe (Germany, France, Italy, UK, Spain, and Rest of Europe), Asia Pacific (China, India, Japan, Australia, and Rest of Asia Pacific region); Latin America (Brazil, Mexico, and rest of the Latin America); Middle East and Africa (GCC, South Africa, and Rest of the Middle East and Africa).

Global Educational Games Market Taxonomy:

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Global Educational Games Market Competitive Landscape

The global Educational Games market analysis report covers detailed analysis of competitive scenario across globe. The report includes profiles of leading players covering below details

  • Company Overview
  • Financial Analysis
  • Product Portfolio Analysis
  • Strategic Overview
  • SWOT Analysis

List of Companies Profiled in the report:

  • LeapFrog Enterprises
  • Scholastic
  • The Learning Company
  • Neusoft
  • Wisedu
  • Jucheng
  • Kingsun
  • Hongen
  • Guangdong Dongtian Digital
  • Zhengfang Software
  • Kingosoft
  • Beijing China Education Star
  • IntelHouse
  • Other Players of Specific Interest can be added based on the requirement

Market Segmentation

Report Attributes Details
The market size value in 2021 USD XX.XX Million
CAGR (2021 - 2028) XX.XX %
The Revenue forecast in 2028 USD XX.XX Million
Base year for estimation 2021
Historical data 2018-2019
Forecast period 2022-2028
Quantitative units
  • Revenue in USD Million
  • CAGR from 2021 to 2028
Report coverage Revenue forecast, company ranking, competitive landscape, growth factors, and trends
Segments covered By Type Outlook, Application Outlook, Regional Outlook
By Type Outlook K-12 Educational Game, University Education Game, Adult Education Game, Elderly Education Game
By Application Outlook Quality-oriented Education, Examination-oriented Education, Other
Regional scope North America, Europe, Asia Pacific, Latin America, Middle East & Africa
Country scope U.S., Canada, U.K., Germany, France, BENELUX, China, India, Japan, South Korea, Brazil, Saudi Arabia, UAE, Turkey
Key companies profiled LeapFrog Enterprises, Scholastic, The Learning Company, Neusoft, Wisedu, Jucheng, Kingsun, Hongen, Guangdong Dongtian Digital, Zhengfang Software, Kingosoft, Beijing China Education Star, IntelHouse, Others
Customization Available Yes, the report can be tailored to meet your specific requirements.

Key Benefits to the stakeholders

  • Qualitative and quantitative analysis of the market based on segmentation involving both economic as well as non-economic factors
  • Provision of market value (USD Billion) and volume (Tons) data for each segment and sub-segment
  • Indicates the region and segment that is expected to witness the fastest growth as well as to dominate the market
  • Analysis by geography highlighting the consumption of the product/service in the region as well as indicating the factors that are affecting the market within each region
  • Competitive landscape which incorporates the market ranking of the major players, along with new service/product launches, partnerships, business expansions and acquisitions in the past five years of companies profiled
  • Extensive company profiles comprising of company overview, company insights, product benchmarking and SWOT analysis for the major market players
  • The current as well as the future market outlook of the industry with respect to recent developments (which involve growth opportunities and drivers as well as challenges and restraints of both emerging as well as developed regions
  • Includes in-depth analysis of the market of various perspectives through Porter’s five forces analysis
  • Provides insight into the market through Value Chain
  • Market dynamics scenario, along with growth opportunities of the market in the years to come

Table Of Contents

Table of Contents

Global Educational Games Market by Manufacturers, Regions, Type and Application, Forecast to 2026
1 Report Overview
1.1 Definition and Specification
1.2 Report Overview
1.2.1 Manufacturers Overview
1.2.2 Regions Overview
1.2.3 Type Overview
1.2.4 Application Overview
1.3 Industrial Chain
1.3.1 Educational Games Overall Industrial Chain
1.3.2 Upstream
1.3.3 Downstream
1.4 Industry Situation
1.4.1 Industrial Policy
1.4.2 Product Preference
1.4.3 Economic/Political Environment
1.5 SWOT Analysis
2 Market Assessment by Type
2.1 K-12 Educational Game Sales (K Units), Revenue (M USD) and Growth Rate 2014-2020
2.2 University Education Game Sales (K Units), Revenue (M USD) and Growth Rate 2014-2020
2.3 Adult Education Game Sales (K Units), Revenue (M USD) and Growth Rate 2014-2020
2.4 Elderly Education Game Sales (K Units), Revenue (M USD) and Growth Rate 2014-2020
3 Asia Pacific Educational Games Market Assessment by Type
3.1 Asia Pacific Market Performance (Sales, Revenue)
3.2 Key Players in Asia Pacific
4 North America Educational Games Market Assessment by Type
4.1 North America Market Performance (Sales, Revenue)
4.2 Key Players in North America
5 Europe Educational Games Market Assessment by Type
4.1 Europe Market Performance (Sales, Revenue)
4.2 Key Players in Europe
6 South America Educational Games Market Assessment by Type
4.1 South America Market Performance (Sales, Revenue)
4.2 Key Players in South America
7 Middle Easr and Africa Educational Games Market Assessment by Type
4.1 Middle Easr and Africa Market Performance (Sales, Revenue)
4.2 Key Players in Middle Easr and Africa
8 World Educational Games Market Assessment by Type
8.1 Asia Pacific Educational Games Market Assessment by Application (Consumption and Market Share)
8.2 North America Educational Games Market Assessment by Application (Consumption and Market Share)
8.3 Europe Educational Games Market Assessment by Application (Consumption and Market Share)
8.4 South America Educational Games Market Assessment by Application (Consumption and Market Share)
8.5 Middle East and Africa Educational Games Market Assessment by Application (Consumption and Market Share)
9 Company Profiles/Analysis
9.1 LeapFrog Enterprises
9.1.1 LeapFrog Enterprises Profiles
9.1.2 LeapFrog Enterprises Product Portfolio
9.1.3 LeapFrog Enterprises Educational Games Business Performance
9.1.4 LeapFrog Enterprises Educational Games Business Development and Market Status
9.2 Scholastic
9.2.1 Scholastic Profiles
9.2.2 Scholastic Product Portfolio
9.2.3 Scholastic Educational Games Business Performance
9.2.4 Scholastic Educational Games Business Development and Market Status
9.3 The Learning Company
9.3.1 The Learning Company Profiles
9.3.2 The Learning Company Product Portfolio
9.3.3 The Learning Company Educational Games Business Performance
9.3.4 The Learning Company Educational Games Business Development and Market Status
9.4 Neusoft
9.4.1 Neusoft Profiles
9.4.2 Neusoft Product Portfolio
9.4.3 Neusoft Educational Games Business Performance
9.4.4 Neusoft Educational Games Business Development and Market Status
9.5 Wisedu
9.5.1 Wisedu Profiles
9.5.2 Wisedu Product Portfolio
9.5.3 Wisedu Educational Games Business Performance
9.5.4 Wisedu Educational Games Business Development and Market Status
9.6 Jucheng
9.6.1 Jucheng Profiles
9.6.2 Jucheng Product Portfolio
9.6.3 Jucheng Educational Games Business Performance
9.6.4 Jucheng Educational Games Business Development and Market Status
9.7 Kingsun
9.7.1 Kingsun Profiles
9.7.2 Kingsun Product Portfolio
9.7.3 Kingsun Educational Games Business Performance
9.7.4 Kingsun Educational Games Business Development and Market Status
9.8 Hongen
9.8.1 Hongen Profiles
9.8.2 Hongen Product Portfolio
9.8.3 Hongen Educational Games Business Performance
9.8.4 Hongen Educational Games Business Development and Market Status
9.9 Guangdong Dongtian Digital
9.9.1 Guangdong Dongtian Digital Profiles
9.9.2 Guangdong Dongtian Digital Product Portfolio
9.9.3 Guangdong Dongtian Digital Educational Games Business Performance
9.9.4 Guangdong Dongtian Digital Educational Games Business Development and Market Status
9.10 Zhengfang Software
9.10.1 Zhengfang Software Profiles
9.10.2 Zhengfang Software Product Portfolio
9.10.3 Zhengfang Software Educational Games Business Performance
9.10.4 Zhengfang Software Educational Games Business Development and Market Status
9.11 Kingosoft
9.12 Beijing China Education Star
9.13 IntelHouse
9.14 Others
10 World Educational Games Market Assessment by Players
10.1 Global Educational Games Sales (K Units) and Market Share by Players 2014-2020
10.2 Global Educational Games Revenue (M USD) and Market Share by Players 2014-2020
10.3 Global Educational Games Price (USD/Unit) of Players 2014-2020
10.4 Global Educational Games Gross Margin of Players 2014-2020
10.5 Market Concentration
11 Regional Market Performance by Segment of Players
11.1 North America
11.1.1 North America Educational Games Sales Assessment of Players 2014-2020
11.1.2 North America Educational Games Revenue Assessment of Players 2014-2020
11.1.3 North America Educational Games Price Assessment of Players 2014-2020
11.1.4 North America Educational Games Gross Margin Assessment of Players 2014-2020
11.1.5 Market Concentration
11.2 Europe
11.2.1 Europe Educational Games Sales Assessment of Players 2014-2020
11.2.2 Europe Educational Games Revenue Assessment of Players of Manufacturers 2014-2020
11.2.3 Europe Educational Games Price Assessment of Players 2014-2020
11.2.4 Europe Educational Games Gross Margin Assessment of Players 2014-2020
11.2.5 Market Concentration
11.3 Asia-Pacific Market Performance for Manufacturers
11.3.1 Asia-Pacific Educational Games Sales Assessment of Players 2014-2020
11.3.2 Asia-Pacific Educational Games Revenue Assessment of Players 2014-2020
11.3.3 Asia-Pacific Educational Games Price Assessment of Players 2014-2020
11.3.4 Asia-Pacific Educational Games Gross Margin Assessment of Players 2014-2020
11.3.5 Market Concentration
11.4 South America Market Performance for Players
11.4.1 South America Educational Games Sales Assessment of Players 2014-2020
11.4.2 South America Educational Games Revenue Assessment of Players 2014-2020
11.4.3 South America Educational Games Price Assessment of Players 2014-2020
11.4.4 South America Educational Games Gross Margin Assessment of Players 2014-2020
11.4.5 Market Concentration
11.5 Middle East and Africa Market Performance for Players
11.5.1 Middle East and Africa Educational Games Sales Assessment of Players 2014-2020
11.5.2 Middle East and Africa Educational Games Revenue Assessment of Players 2014-2020
11.5.3 Middle East and Africa Educational Games Price Assessment of Players 2014-2020
11.5.4 Middle East and Africa Educational Games Gross Margin Assessment of Players 2014-2020
11.5.5 Market Concentration
12 Regional Market Performance by Segment of Countries
12.1 Asia Pacific
12.1.1 Asia Pacific Educational Games Sales by Countries/Regions 2014-2020
12.1.2 Asia Pacific Educational Games Revenue by Countries/Regions 2014-2020
12.1.3 Asia Pacific Educational Games Average Price by Countries/Regions 2014-2020
12.2 North America
12.2.1 North America Educational Games Sales by Countries/Regions 2014-2020
12.2.2 North America Educational Games Revenue by Countries/Regions 2014-2020
12.2.3 North America Educational Games Average Price by Countries/Regions 2014-2020
12.3 Europe
12.3.1 Europe Educational Games Sales by Countries/Regions 2014-2020
12.3.2 Europe Educational Games Revenue by Countries/Regions 2014-2020
12.3.3 Europe Educational Games Average Price by Countries/Regions 2014-2020
12.4 South America
12.4.1 South America Educational Games Sales by Countries/Regions 2014-2020
12.4.2 South America Educational Games Revenue by Countries/Regions 2014-2020
12.4.3 South America Educational Games Average Price by Countries/Regions 2014-2020
12.5 Middle East and Africa
12.5.1 Middle East and Africa Educational Games Sales by Countries/Regions 2014-2020
12.5.2 Middle East and Africa Educational Games Revenue by Countries/Regions 2014-2020
12.5.3 Middle East and Africa Educational Games Average Price by Countries/Regions 2014-2020
13 Technology and Opportunity
13.1 Technology
13.2 Market Opportunity
14 World Educational Games Sales & Revenue Forecast 2021-2026
14.1 World Educational Games Sales and Revenue Forecast by Regions 2021-2026
14.1.1 World Educational GamesSales and Market Share by Regions
14.1.2 World Educational GamesRevenue and Market Share by Regions
15 Asia Educational Games Market Forecast 2021-2026
15.1 Sales and Revenue (M USD) Forecast by Type, 2021-2026
15.1.1 K-12 Educational Game
15.1.2 University Education Game
15.1.3 Adult Education Game
15.1.4 Elderly Education Game
15.2 Consumption Forecast by Application, 2021-2026
16 North America Educational Games Market Forecast 2021-2026
16.1 Sales and Revenue (M USD) Forecast by Type, 2021-2026
16.1.1 K-12 Educational Game
16.1.2 University Education Game
16.1.3 Adult Education Game
16.1.4 Elderly Education Game
16.2 Consumption Forecast by Application, 2021-2026
17 Europe Educational Games Market Forecast 2021-2026
17.1 Sales and Revenue (M USD) Forecast by Type, 2021-2026
17.1.1 K-12 Educational Game
17.1.2 University Education Game
17.1.3 Adult Education Game
17.1.4 Elderly Education Game
17.2 Consumption Forecast by Application, 2021-2026
18 South America Educational Games Market Forecast 2021-2026
18.1 Sales and Revenue (M USD) Forecast by Type, 2021-2026
18.1.1 K-12 Educational Game
18.1.2 University Education Game
18.1.3 Adult Education Game
18.1.4 Elderly Education Game
18.2 Consumption Forecast by Application, 2021-2026
19 Middle East and Africa Educational Games Market Forecast 2021-2026
19.1 Sales and Revenue (M USD) Forecast by Type, 2021-2026
19.1.1 K-12 Educational Game
19.1.2 University Education Game
19.1.3 Adult Education Game
19.1.4 Elderly Education Game
19.2 Consumption Forecast by Application, 2021-2026
20 Price (USD/Unit) and Gross Profit Forecast
20.1 Global Educational Games Price (USD/Unit) Trend 2021-2026
20.2 Global Educational Games Gross Profit Trend 2021-2026
21 Conclusion


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