Online Gaming Edutainment Market size was over USD 3.21 billion in 2024 and is projected to reach USD 19.97 billion by 2037, growing at around 15.1% CAGR during the forecast period i.e., between 2025-2037. In the year 2025, the industry size of online gaming edutainment is evaluated at USD 3.6 billion. The growth of the market is primarily attributed to the growing number of internet users worldwide which has boosted digital transformation or web-based games. For instance, it was observed that, till July 2022, more than 63% of the global population used the internet.
The 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 online gaming edutainment market is expected to boost with more children spending their leisure time using digital mediums and demanding fun yet educational content which would aid in improving their thinking skills, problem-solving as well and social skills.
Growth Drivers
Challenges
Base Year |
2024 |
Forecast Year |
2025-2037 |
CAGR |
15.1% |
Base Year Market Size (2023) |
USD 3.21 billion |
Forecast Year Market Size (2037) |
USD 19.97 billion |
Regional Scope |
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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 |
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Gamers Age-Group |
|
Category |
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APAC Market Forecast
The online gaming edutainment market is Asia Pacific industry is predicted to account for largest revenue share of 40% by 2037. The growth of the market in this region is set to be influenced by a growing emphasis on privacy protection. Hence, this has boosted security, especially among parents which is expected to influence the market expansion in this region.
North American Market Analysis
The North America is also expected to have significant growth in the online gaming edutainment market during the coming years. The market growth in this region is dominated by a rise in the integration of cloud technology. North America stands for about 93% of cloud adoption currently by organizations. Hence, this is projected to make interaction between players more fluent, therefore reaching to large number of people. As a result, online gaming edutainment is also expected to be greatly influenced in this region.
Author Credits: Abhishek Verma
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