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 |
2022 |
Forecast Year |
2023-2035 |
CAGR |
~19% |
Base Year Market Size (2022) |
~ USD 1.8 Billion |
Forecast Year Market Size (2035) |
~ USD 7 Billion |
Regional Scope |
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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
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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.
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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.
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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.
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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 – 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 |
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By Gamers Age-Group |
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By Category |
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Top Featured Companies Dominating the Global Online Gaming Edutainment Market
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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