Online Gaming Edutainment Market Size & Share, by Game Type (Mobile Games, Free-to-Play Games, Pay-to-Play Games, Pay-in-Play Games); Gamers Age-Group (Children, Teenager, Young Adult, Adult); Category (Interactive, Non-Interactive, Explorative) - Global Supply & Demand Analysis, Growth Forecasts, Statistics Report 2024-2036

  • Report ID: 4306
  • Published Date: Sep 27, 2023
  • Report Format: PDF, PPT

Global Market Size, Forecast, and Trend Highlights Over 2024 - 2036

Online Gaming Edutainment Market size is projected to surpass USD 7 billion by the end of 2036, growing at a CAGR of 19% during the forecast period, i.e., 2024 – 2036. In the year 2023, the industry size of online gaming edutainment was USD 2 billion. The growth of the market is primarily attributed to the growing number of internet users worldwide which has boosted digital transformation or web-based games. For instance, it was observed that, till July 2022, more than 63% of the global population used the internet.

The 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 online gaming edutainment market is expected to boost with more children spending their leisure time using digital mediums and demanding fun yet educational content which would aid in improving their thinking skills, problem-solving as well and social skills.

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Online Gaming Edutainment Market: Growth Drivers and Challenges

Growth Drivers

  • Growing Attractive Features in Games: Games manufacturer are coming up with various attractive feature which is driving people of all age group towards it. Features such as a live chat room, achievement leader board various attractive prices, and more are estimated to drive more gamers. Additionally, graphics play an equally important role in driving gamers. Due to the ability of pictures and art to affect thinking, emotion, and eventually, immersion in a Gameworld, graphics are a crucial indicator of a game's value.
  • Surge in the Use of Social Media : Currently, the world consists of about 5 billion individuals who use social media. This means that approximately 60% of the population globally are social media users. Hence, this has made it easy for game developers to promote their games on social media. For instance, about 48% of internet users claim they are inclined to make a purchase from a company they encounter on social media. Consequently, this could bring in more demand for online gaming edutainment.
  • Rise in Amount of Stress: Large number of populations play games online in order to relief their stress. The majority of video games are entertaining and pleasant. Dopamine, or "happy hormone," is released when one plays video games, making one feel good and reducing the stress of daily living. Therefore, online gaming edutainment is estimated to offer both fun and education which is further driving more attention of parents.


  • Huge Cost Involved in Design and Content Development - It takes a lot of time, very keen efforts, and huge investment to design an error-free game. The expectation regarding the smoother user interface goes higher when it comes to online live gaming and edutainment content. Therefore, the huge cost of design and content development is estimated to hamper the growth of the market.
  • Possibility of Cyberbullying and Scamming
  • Limiting Academic Progress

Online Gaming Edutainment Market: Key Insights

Base Year


Forecast Year




Base Year Market Size (2023)

~ USD 2 Billion

Forecast Year Market Size (2036)

~ USD 7 Billion

Regional Scope

  • North America (U.S., and Canada)
  • Latin America (Mexico, Argentina, Rest of Latin America)
  • Asia-Pacific (Japan, China, India, Indonesia, Malaysia, Australia, Rest of Asia-Pacific)
  • Europe (U.K., Germany, France, Italy, Spain, Russia, NORDIC, Rest of Europe)
  • Middle East and Africa (Israel, GCC North Africa, South Africa, Rest of the Middle East and Africa)
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Online Gaming Edutainment Segmentation

Game Type (Mobile Games, Free-to-Play Games, Pay-to-Play Games, Pay-in-Play Games)

The free-to-play games segment is anticipated to account for 40% share of the global online gaming edutainment market during] the forecast period, 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. Furthermore, the rapidly increasing count of smartphone and tablet users is also fueling the growth of the market over the forecast time period.

Gamers Age-Group (Children, Teenager, Young Adult, Adult)

Online gaming edutainment market from the young adult segment is poised to generate the largest share of about 50% over the forecast period. Young adults are estimated to consume more games usually which are easily available on the internet and could be downloaded of smartphones. Additionally, various organizations might promote the use of educational games to their employees the in near future in their free time in order to improve their fundamental skills.

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

                       Game Type

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


                        Gamers Age-Group

  • Children
  • Teenager
  • Young Adult
  • Adult


  • Interactive
  • Non-Interactive
  • Explorative

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Online Gaming Edutainment Industry- Regional Synopsis

APAC Market Forecast

The online gaming edutainment market is Asia Pacific is expected to hold the largest revenue share of about 40% over the forecast period. The growth of the market in this region is set to be influenced by a growing emphasis on privacy protection. Hence, this has boosted security, especially among parents which is expected to influence the market expansion in this region.

North American Market Analysis

The North America is also expected to have significant growth in the online gaming edutainment market during the coming years. The market growth in this region is dominated by a rise in the integration of cloud technology. North America stands for about 93% of cloud adoption currently by organizations. Hence, this is projected to make interaction between players more fluent, therefore reaching to large number of people. As a result, online gaming edutainment is also expected to be greatly influenced in this region.

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Companies Dominating the 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
    • Limited
    • Activision Blizzard, Inc.
    • Sony Group Corporation
    • Bungie, Inc.
    • Ubisoft Entertainment SA
    • Sega Corporation
    • Square Enix  


In The News

  • 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.
  • 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.

Author Credits:  Abhishek Verma, Hetal Singh

  • Report ID: 4306
  • Published Date: Sep 27, 2023
  • Report Format: PDF, PPT

Frequently Asked Questions (FAQ)

The major factors driving the growth of the market are growing attractive features in games, surge in use of social media, and rise in amount of stress.

The market size of online gaming edutainment is anticipated to attain a CAGR of 19% over the forecast period, i.e., 2024 – 2036.

The major players in the market are Microsoft Corporation, PopReach Corporation, Walt Disney Company, Limited and others.

The young adult segment is anticipated to garner the largest market size by the end of 2036 and display significant growth opportunities.

The market in the Asia Pacific region is projected to hold the largest market share by the end of 2036 and provide more business opportunities in the future.
Online Gaming Edutainment Market Report Scope

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