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.
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.
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 Players – According 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.
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.
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.
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:
Our in-depth analysis of the global online gaming edutainment market includes the following segments:
By Game Type
By Gamers Age-Group
FREQUENTLY ASKED QUESTIONS
Increasing number of players, surge in the internet users, rising number of smartphones are some of the major factors anticipated to drive the growth of the market.
The market is anticipated to attain a CAGR of ~18% over the forecast period, i.e., 2022 – 2031.
Huge cost involved in design and content development as well as possibility of cyberbullying and scamming are some of the factors estimated to hamper the market growth.
The market in Asia Pacific is projected to hold the largest market share by the end of 2031 and provide more business opportunities in the future.
The major players in the market are Microsoft Corporation, Walt Disney Company, Activision Blizzard, Inc., Sony Group Corporation, Bungie, Inc., Ubisoft Entertainment SA, and others.
The company profiles are selected based on the revenues generated from the product segment, geographical presence of the company which determine the revenue generating capacity as well as the new products being launched into the market by the company.
The market is segmented by game type, by gamers age group, by category, and by region
The free-to-play segment is anticipated to garner the largest market size by the end of 2031 and display significant growth opportunities.
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