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Online Gaming Edutainment Market Analysis by Game Type (Mobile Games, Free-to-Play Games, Pay-to-Play Games, and Pay-in-Play Games); by Gamers Age-Group (Children, Teenager, Young Adult, and Adult); and by Category (Interactive, Non-Interactive, and Explorative) – Global Supply & Demand Analysis & Opportunity Outlook 2022-2031

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Inflation And Looming Recession to Haunt Businesses:

In 2022 & 2023, market players expected to sail in rough waters; might incur losses due to huge gap in currency translation followed by contracting revenues, shrinking profit margins & cost pressure on logistics and supply chain. Further, U.S. economy is expected to grow merely by 3% in 2022.

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Purchasing power in the couPurchasing power in the country is expected to fell nearly by 2.5%. On the other hand, European countries to see the worst coming in the form of energy crisis especially in upcoming winters!! Right after COVID-19, inflation has started gripping the economies across the globe. Higher than anticipated inflation, especially in western world had raised concerns for national banks and financial institutions to control the economic loss and safeguard the interest of the businesses. Increased interest rates, strong USD inflated oil prices, looming prices for gas and energy resources due to Ukraine-Russia conflict, China economic slowdown (~4% in 2022) disrupting the production and global supply chain and other factors would impact each industry negatively.                                                         Request Insights

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IN THE NEWS

  • August, 2022: Sony Interactive Entertainment (SIE) announced the acquisition of Savage Game Studios through a definitive agreement. Savage Game Studios to join the newly created PlayStation Studios Mobile Division, which is an independent operation from console development. The acquisition complements the commitment of SIE to deliver innovative experiences to new players globally.

  • January, 2022: Microsoft Corporation announced plans to acquire Activision Blizzard Inc. Activision Blizzard Inc. is a leader in game development and interactive entertainment content publisher. Microsoft’s gaming business across mobile, PC, console and cloud is visioned to grow with this acquisition with additionally providing a building block for the metaverse.

Global Online Gaming Edutainment Market Size, Forecast, and Trend Highlights Over 2022 - 2031

Online Gaming Edutainment Market Size Chart

The global online gaming edutainment market is estimated to garner a revenue of ~USD 4 billion by the end of 2031 by growing at a CAGR of ~18% over the forecast period, i.e., 2022 – 2031. Further, the market generated a revenue of ~USD 1.5 billion in the year 2021. The growth of the market can primarily be attributed to the growing number of internet users worldwide. It was observed that, till July 2022, more than 63% of the global population used the internet.

Online Gaming Edutainment Market Size Overview Chart

Edutainment industry is constantly thriving and is showcasing an upward trend with online games becoming the most popular form of entertainment among teens as well as elders. The market for online gaming edutainment is expected to boost with more children spending their leisure time using digital mediums and demanding for fun yet educational content which would aid in improving their thinking skills, problem-solving as well as social skills. The demand for online gaming edutainment is on the rise amongst the online gamers, which in turn, is expected to create massive revenue generation opportunities for the key players operating in the global online gaming edutainment market during the forecast period. It was found that, by the end of 2020, there were more than 2.5 billion gamers in the world.

Global Online Gaming Edutainment Market: Growth Drivers and Challenges

Growth Driver

  • Upsurge in the Number of Children and Teenagers Playing Games – The demand for more innovative and challenging online games with educational and entertaining content is driving the popularity of online gaming edutainment. For instance, it was found that, in 2019, in the United States, more than 45% of children between the age-group of 13 to 18 years played video games on mobile phones on a daily basis.

  • Increase in the Number of Mobile Game PlayersAccording to estimates, around 43% of all the time spent on smartphones goes to gaming and over 2.5 billion people are mobile game players.

  • Rising Trend of Digital Citizenship - The demand for online edutainment is increasing as online games help in teaching kids’ critical digital citizenship and online safety skills. In a survey conducted in 2021, it was observed that 6 out of 10 global respondents stated that the internet has become important.

  • Growing Number of Female Gamers - fueled by a new generation steeped in the joys of interactive entertainment, online gaming edutainment is now the fastest growing form of entertainment. For instance, in the United States, female to male ratio of hyper-casual players was estimated to be ~55% to ~45%, in 2021.

Challenges

  • Huge Cost Involved in Design and Content Development
  • Possibility of Cyberbullying and Scamming
  • Limiting Academic Progress

The global online gaming edutainment market is segmented and analyzed for demand and supply by game type into mobile games, free-to-play games, pay-to-play games, pay-in-play games. Amongst these segments, the free-to-play games segment is anticipated to garner the largest revenue by the end of 2031, backed by the growing number of people playing these games worldwide For instance, it was found that, globally gamers spent more than 55% of their time playing free-to-play games(core) in 2021.

Major Macro-Economic Indicators Impacting the Market Growth

Online Gaming Edutainment Market Growth Chart

The never-ending growth in internet accessibility around the world along with numerous technological advancements comprising 5G, blockchain, cloud services, Internet of Things (IoT), and Artificial Intelligence (AI) among others have significantly boosted the economic growth in the last two decades. As of April 2021, there were more than 4.5 billion users that were actively using the internet globally. Moreover, the growth in ICT sector has significantly contributed towards GDP growth, labor productivity, and R&D spending among other transformations of economies in different nations of the globe. Furthermore, the production of goods and services in the ICT sector is also contributing to the economic growth and development. As per the statistics in the United Nations Conference on Trade and Development’s database, the ICT good exports (% of total good exports) globally grew from 10.816 in 2015 to 11.536 in 2019. In 2019, these exports in Hong Kong SAR, China amounted to 56.65%, 25.23% in East Asia & Pacific, 26.50% in China, 25.77% in Korea, Rep., 8.74% in the United States, and 35.01% in Vietnam. These are some of the important factors that are boosting the growth of the market.

Global Online Gaming Edutainment Market Regional Synopsis

Regionally, the global online gaming edutainment market is studied into five major regions including North America, Europe, Asia Pacific, Latin America and Middle East & Africa region. Amongst these, the market in Asia Pacific is projected to hold the largest market share by the end of 2031, backed by the surge in the number of players in the region along with growing game revenue. For instance, the game revenue in China in 2022 is estimated to be more than 50 billion, with approximately 742 million players in the region.

The global online gaming edutainment market is further classified on the basis of region as follows:

Online Gaming Edutainment Market Share Chart

  • North America (U.S. & Canada) Market size, Y-O-Y growth, Market Players Analysis & Opportunity Outlook
  • Latin America (Brazil, Mexico, Argentina, Rest of Latin America) Market size, Y-O-Y growth, Market Players Analysis & Opportunity Outlook
  • Europe (U.K., Germany, France, Italy, Spain, Hungary, Belgium, Netherlands & Luxembourg, NORDIC (Finland, Sweden, Norway, Denmark), Ireland, Switzerland, Austria, Poland, Turkey, Russia, Rest of Europe), Poland, Turkey, Russia, Rest of Europe) Market size, Y-O-Y growth, Market Players Analysis & Opportunity Outlook
  • Asia-Pacific (China, India, Japan, South Korea, Singapore, Indonesia, Malaysia, Australia, New Zealand, Rest of Asia-Pacific) Market size, Y-O-Y growth, Market Players Analysis & Opportunity Outlook
  • Middle East and Africa (Israel, GCC (Saudi Arabia, UAE, Bahrain, Kuwait, Qatar, Oman), North Africa, South Africa, Rest of Middle East and Africa) Market size, Y-O-Y growth, Market Players Analysis & Opportunity Outlook

Market Segmentation

Our in-depth analysis of the global online gaming edutainment market includes the following segments:

By Game Type

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

By Gamers Age-Group

  • Children
  • Teenager
  • Young Adult
  • Adult

By Category

  • Interactive
  • Non-Interactive
  • Explorative

Top Featured Companies Dominating the Global Online Gaming Edutainment Market

  • Microsoft Corporation
    • Company Overview
    • Business Strategy
    • Key Product Offerings
    • Financial Performance
    • Key Performance Indicators
    • Risk Analysis
    • Recent Development
    • Regional Presence
    • SWOT Analysis
  • PopReach Corporation
  • Walt Disney Company
  • King.com Limited
  • Activision Blizzard, Inc.
  • Sony Group Corporation
  • Bungie, Inc.
  • Ubisoft Entertainment SA
  • Sega Corporation
  • Square Enix

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