Online Gaming Edutainment Market Analysis

  • Report ID: 4306
  • Published Date: Nov 27, 2024
  • 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
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Browse Key Market Insights with Data Illustration:


Author Credits:  Abhishek Verma


  • Report ID: 4306
  • Published Date: Nov 27, 2024
  • Report Format: PDF, PPT

Frequently Asked Questions (FAQ)

In the year 2025, the industry size of online gaming edutainment is evaluated at USD 3.6 billion.

The 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. The market growth is propelled by growing attractive features in games, surge in use of social media, and rise in amount of stress.

Asia Pacific industry is predicted to account for largest revenue share of 40% by 2037, backed by growing emphasis on privacy protection in the region.

The major players in the market are Microsoft Corporation, PopReach Corporation, Walt Disney Company, King.com Limited and others.
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