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.
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 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 Size and Forecast:
|
Base Year |
2025 |
|
Forecast Year |
2026-2035 |
|
CAGR |
15.1% |
|
Base Year Market Size (2025) |
USD 3.6 billion |
|
Forecast Year Market Size (2035) |
USD 14.69 billion |
|
Regional Scope |
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Browse key industry insights with market data tables & charts from the report:
Frequently Asked Questions (FAQ)
In the year 2026, the industry size of online gaming edutainment is assessed at USD 4.09 billion.
The global online gaming edutainment market size was valued at around USD 3.6 billion in 2025 and is projected to grow at a CAGR of more than 15.1%, reaching USD 14.69 billion revenue by 2035.
By 2035, the Asia Pacific online gaming edutainment market is projected to command a 40% share, propelled by the growing emphasis on privacy protection.
Key players in the market include Microsoft Corporation, PopReach Corporation, Walt Disney Company, King.com Limited, Activision Blizzard, Inc., Sony Group Corporation, Bungie, Inc., Ubisoft Entertainment SA, Sega Corporation, Square Enix.