Educational Games Market 2022 Evolution of Technology, Trends and Demand- Hongen, The Learning Company, Guangdong Dongtian Digital Technology

The latest report on the Educational games market provides a detailed assessment of the business vertical in question, along with a brief overview of the industry segments. An exceptionally feasible estimate of the current industry scenario has been provided in the study, and the Educational Games market size with respect to revenue and volume has also been mentioned. In general, the research report is a collection of key data with respect to the competitive landscape of this vertical and the multiple regions where the company has managed to recognize its position.

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Educational Games Market was valued at USD 9.20 Billion in 2019 and is projected to reach USD 88.11 Billion by 2027, growing at a CAGR of 38.53% from 2020 to 2027.

The report also presents the competitive landscape of the market and a corresponding detailed analysis of the major vendors/manufacturers of the market. Key manufacturers covered in this report: Hongen, The Learning Company, Guangdong Dongtian Digital Technology, Neusoft, Kingsun, Kingosoft, Beijing China Education Star Technology, Jucheng, LeapFrog Enterprises, IntelHouse Technology, Zhengfang Software, Scholastic, Wisedu

May 15, 2020 NatWest launches an educational video game for children

FRI 21.12.2018 LaLiga launches Educational Games app for Christmas- LaLiga has once again displayed its firm commitment to the world of entertainment and educational values ​​after teaming up with Edujoy to launch LaLiga – Educational Games, an application made up of over 30 fun games designed to allow children to improve their reasoning, processing speed, attention, visual acuity and memory.


Educational games are those games which are inevitably designed with an educational aspiration, or which have circumstantial or secondary educational value. Complete varieties of games can be used in an educational environment, however, educational games are games that are formed to help people learn and acquire information about certain topics, reinforce development, expand concepts, perceive an event history or culture, help them learn a skill as they play. Types of games include video games and board games, cards. As governments, educators and parents understand the psychological need and benefits play has on learning; this educational tool has become common. Games are collective games that teach us about interaction, problem solving, goals, rules, adaptation, all represented as a story.

The major factors driving the growth of the market are increased needs for user engagement in business, growing usage of mobile educational games, and advancements in learning outcomes. Improper game design and lack of proficiency in serious games hinders market growth. Large-scale digitization and the emergence of social networks are bringing new market opportunities to light.

Educational Games Market Segmentation:

Breakdown data by type

Kindergarten to 12th grade educational game

University education game

Educational game for adults

Educational game for the elderly

Educational Games Breakdown Data by Application

Quality-oriented education

Exam-Based Education

Regional and national level analysis

The report offers an exhaustive geographical analysis of the global educational games market, covering major regions, namely North America, Europe, China, and Japan. It also covers key countries (regions) i.e. USA, Canada, Germany, France, UK, Italy, Russia, China, Japan, South Korea, India, Australia, Taiwan, Indonesia, Thailand, Malaysia, Philippines, Vietnam, Mexico, Brazil, Turkey, Saudi Arabia, United Arab Emirates, etc.

Strategic points covered in the table of contents:

The report focuses on global major industry players with information such as company profiles, product picture and specification, capacity, production, price, cost, revenue and contact information. . An analysis of upstream raw materials, downstream equipment and consumers is also carried out. In addition, Educational Games industry development trends and marketing channels are analyzed. Finally, the feasibility of new investment projects is assessed and general research conclusions are offered.

The Educational Games market study includes the methodical description of the various factors such as market growth and detailed information regarding the revenue, technological developments, production and the various other strategic developments of the various companies. Regional spaces of significant components including capacity, cost, price, technology, supplies, profit, and competition are analyzed.

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Educational Games Analysis and Strategies Perform as below:

  • The report sheds light on the gist of the proven and innovative strategies undertaken by the potential stakeholders with regards to the commercialization of the product.
  • The sales channels chosen (which include direct and indirect marketing) by the companies are briefly listed in the Educational Games market report.
  • The distributors of these products and an overview of high-end customers for these are also included in the study.
  • The report includes essential driving forces which are influencing the marketing landscape of the Educational Games market and their impact on the revenue scale of this business sphere.
  • Growing product demand in key geographies along with pivotal applications and potential business areas are also encompassed in the Educational Games market report.

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To note: All of the reports we list tracked the impact of COVID-19 on the market. The upstream and downstream of the entire supply chain were taken into account during this operation. Additionally, where possible, we will provide an additional COVID-19 update supplement/report to the third quarter report, please check with the sales team.

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