Consumer Goods
Kids Educational Games Market
Kids Educational Games Market Size, Share, Growth & Industry Analysis, By Game Mode (Online Games, Offline Games), By Application (Quality-Oriented Education, Examination-Oriented Education), By Product (Subject-Specific Games, Language Learning Games, Others), By Game Type (Strategy Games, Math Games, Others) and Regional Analysis, 2023-2030
Pages : 120
Base Year : 2022
Release : June 2023
Report ID: KR8
Kids Educational Games Market Size
The global Kids Educational Games Market size was valued at USD 4.19 billion in 2022 and is projected to reach USD 20.58 billion by 2030, exhibiting a CAGR of 22.59% from 2023 to 2030. In the scope of work, the report includes solutions offered by companies such as BreakAway Games, Designing Digitally Inc., Learning Nexus Ltd, Nintendo., Quickbase., Turtlediary.com., Cisco Systems, Inc., Centre for Civil Society, IBM Corporation, EI DESIGN PVT. LTD. and others. The growing inclination towards advanced and interactive learning methods has led several educational institutions to adopt game-based learning techniques.
The incorporation of augmented reality (AR) and virtual reality (VR) in educational games and other activities has further enhanced the immersive learning experience for students. All of these aforementioned factors are anticipated to drive the growth of the market during the forecasted period.
Spending excessive time on online games leads to several physical and mental health issues, that can have short-term and long-term consequences. Poor posture, tendonitis, and localized pain in the elbow, forearm, wrist, or hand are some of the most common physical health symptoms that stem from prolonged gaming sessions. Market growth is therefore being hampered as a result of the factors mentioned above, leading parents to promote outdoor educational and physical activities.
Analyst’s Review
With the increasing popularity of educational games for children, the development of the necessary resources and infrastructure to promote their widespread adoption is lacking in several countries, particularly in those with underdeveloped education sectors. Moreover, digital-based game-based learning may not be accessible to all students. This disadvantage impacts large segments of students in nations with poorly developed education sectors, limiting their access to advanced educational tools.
- For instance, in developing countries, schools may lack basic amenities such as electricity and computers, thus hindering the implementation of digital-based learning methods.
Market Definition
Educational games designed for children between the ages of six and twelve are an excellent tool for developing foundational skills that are essential to academic success. Covering a range of subjects such as science, English, math, the arts, music, and history, these games are created with fun activities and offer an engaging learning experience. Children can benefit from language puzzles, math addition, and multiplication games, among other activities that help develop cognitive, social, and logical skills while making learning enjoyable. The primary goal of these games and activities is to offer practical learning experiences across a range of subjects.
Various types of games, including board games, video games, and card games, have become prevalent educational tools as governments, educators, and parents, realize the psychological benefits of gaming and its positive impact on learning. Game-based learning involves gameplay that is intentionally designed to achieve specific educational goals.
Market Dynamics
Alternate Reality Games (ARG) have emerged as a driving factor in helping kids understand the practical applications of subjects such as theorems, algebra, and equations, which are often challenging to learn using traditional teaching methods. By offering strong narratives, impressive digital technology, and real-time gameplay, these games enable students to employ critical thinking, analytical approaches, and creative problem-solving methods.
The kids educational games market is being restrained by excessive online gaming, leading to various symptoms associated with prolonged exposure to video screens, such as eye strain, headaches, physical fatigue, and stress. Furthermore, excessive gameplay can lead to the development of repetitive strain injury (RSI), a condition that causes muscle weakness, joint pain, and decreased grip strength, thus requiring medical intervention such as physiotherapy or occupational therapy.
Segmentation Analysis
The global market is segmented based on game mode, application, product, game type, and geography.
By Game Mode
Based on the game mode, the market is bifurcated into online games & offline games. The online games segment held the largest kids educational games market share of 62.24% in 2022. The COVID-19 pandemic has transformed the way children learn and interact with others. With schools closed and many children having to learn from home, online education has become an increasingly popular option. One aspect that has caught the attention of educators and parents is the use of online games to enhance kids' education.
According to research, game-based learning can be an effective way to improve student engagement and motivation. Games can help children understand complex concepts by presenting them in a fun and interactive way. By using games, children can develop essential skills such as decision-making, problem-solving, and critical-thinking skills, all of which are important for success in today's society.
By Application
Based on the application, the market is bifurcated into quality-oriented education and examination-oriented education. The quality-oriented education segment led the kids educational games market in 2022, accounting for a share of 63.74%. Quality-oriented education focuses on achieving high standards of learning outcomes. It involves providing students with the necessary tools and resources to achieve academic excellence and personal growth. This type of education aims to promote critical thinking, problem-solving, collaboration, and effective communication skills.
One of the key aspects of quality-oriented education is the use of evidence-based teaching methods. This involves using scientifically proven techniques to enhance student learning and improve their academic performance. Evidence-based teaching methods are grounded in research and are effective in improving student outcomes.
By Product
Based on the product, the market is categorized into subject-specific games, language-learning games, and others. The subject-specific games segment held the largest market share of 53.37% in 2022. Subject-specific games are a type of educational game that provides an interactive and engaging method of teaching students about specific subjects. These games are designed to cater to the unique needs of a specific subject, such as math, science, history, or language arts. They can be used in a variety of educational settings, including classrooms, after-school programs, and home learning environments.
Kids Educational Games Market Regional Analysis
Based on regional analysis, the global market is classified into North America, Europe, Asia Pacific, MEA, and Latin America.
The Asia-Pacific Kids Educational Games Market share stood around 39.14% in 2022 in the global market, with a valuation of USD 4.19 billion. The rise in population in countries such as India, China, and other Southeast Asian countries has greatly contributed to this significant regional market growth, as parents seek to provide their children with quality education in a flexible and accessible way. In recent years, the COVID-19 pandemic has further accelerated the growth of online education, leading to the emergence of many EdTech startups in the region.
Additionally, the development of innovative and interactive online learning tools is helping to enhance engagement and motivation for young learners. As a result, the Asia-Pacific is leading the way in providing quality online education for children and is expected to experience significant growth throughout the projection period.
Competitive Landscape
The kids educational games industry report will provide valuable insight with an emphasis on the fragmented nature of the global market. Prominent players are focusing on several key business strategies such as partnerships, mergers and acquisitions, product innovations, and joint ventures to expand their product portfolio and increase their respective market shares across different regions. Expansion & investments involve a range of strategic initiatives including investments in R&D activities, new manufacturing facilities, and supply chain optimization.
List of Key Companies in Kids Educational Games Market
- BreakAway Games
- Designing Digitally Inc.
- Learning Nexus Ltd
- Nintendo.
- Quickbase.
- Turtlediary.com.
- Cisco Systems, Inc.
- Centre for Civil Society
- IBM Corporation
- EI DESIGN PVT. LTD.
Key Industry Developments
July 2021 (Development)- A group of computing students from the University of Kent developed a Cyber Security game. The game, called Sherlocked, is a 2D top-down puzzle adventure that assists students in consolidating their understanding of security fundamentals.
The Global Kids Educational Games Market is segmented as:
By Game Mode
- Online Games
- Offline Games
By Application
- Quality-Oriented Education
- Examination-Oriented Education
By Product
- Subject-Specific Games
- Language Learning Games
- Others
By Game Type
- Strategy Games
- Math Games
- Puzzle Games
- Word Games
- Others
By Region
- North America
- U.S.
- Canada
- Mexico
- Europe
- France
- UK
- Spain
- Germany
- Italy
- Russia
- Rest of Europe
- Asia Pacific
- China
- Japan
- India
- South Korea
- Rest of Asia Pacific
- Middle East & Africa
- GCC
- North Africa
- South Africa
- Rest of the Middle East & Africa
- Latin America
- Brazil
- Argentina
- Rest of Latin America
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