Online Gaming Edutainment Market Analysis

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

Online Gaming Edutainment Market Analysis

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

                         Category

  • Interactive
  • Non-Interactive
  • Explorative

Browse Key Market Insights with Data Illustration:


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, King.com 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.
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