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 2023-2035

  • Report ID: 4306
  • Published Date: Feb 14, 2023
  • Report Format: PDF, PPT

 Global Online Gaming Edutainment Market Definition

Online gaming edutainment is a type of entertainment in which parents encourage and steer their children's creativity and interactions. This term refers to any video game that allows for online communication with other players. They offer online encounters on a variety of topics. Such online game edutainment is crucial for parents who want to develop safe and healthy habits in their children with technology at a young age. Children benefit from learning activities as well as strategic testing. As a result, the demand for online gaming edutainment has skyrocketed.

Global Online Gaming Edutainment Market: Key Insights

Base Year


Forecast Year




Base Year Market Size (2022)

~ USD 1.8 Billion

Forecast Year Market Size (2035)

~ 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 Middle East and Africa)

Global Online Gaming Edutainment Market Size, Forecast, and Trend Highlights Over 2023 - 2035

The global online gaming edutainment market is estimated to garner a revenue of ~USD 7 Billion by the end of 2035 by growing at a CAGR of ~19% over the forecast period, i.e., 2023 – 2035. Further, the market generated a revenue of ~USD 1.8 Billion in the year 2022. The growth of the market is primarily attributed to the growing number of internet users worldwide, along with the rising trend of digital or web-based games. For instance, 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. Additionally, 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 Drivers

  • 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.


  • 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 for design and content development is estimated to hamper the growth of the market.
  • 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. Furthermore, rapidly increasing count of smart phone and tablet users is also fueling up the growth of the market over the forecast time period.

Global Online Gaming Edutainment Market Regional Synopsis

The Asia Pacific online gaming edutainment market, amongst the market in all the other regions, is projected to hold the largest market share by the end of 2035, backed by the surge in the number of online game players in the region, along with growing game revenue, rising penetration of technology, and presence of many noteworthy gaming firms in the region. 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.

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
  • 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: Feb 14, 2023
  • Report Format: PDF, PPT

Key Questions Answered in the Report

1) What are the major factors driving the growth of the online gaming edutainment market?

Ans: 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.

2) What would be the CAGR of online gaming edutainment market over the forecast period?

Ans: The market is anticipated to attain a CAGR of ~19% over the forecast period, i.e., 2023 – 2035.

3) What are the challenges affecting the online gaming edutainment market growth?

Ans: 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.

4) Which region will provide more business opportunities for growth of online gaming edutainment market in future?

Ans: The market in Asia Pacific is projected to hold the largest market share by the end of 2035 and provide more business opportunities in the future.

5) Who are the major players dominating the online gaming edutainment market?

Ans: 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.

6) How are the company profiles selected?

Ans: 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.

7) What are the segments in the online gaming edutainment market?

Ans: The market is segmented by game type, by gamers age group, by category, and by region

8) Which segment captures the largest market size in game type segment in the online gaming edutainment market?

Ans: The free-to-play segment is anticipated to garner the largest market size by the end of 2035 and display significant growth opportunities.


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