What is Online Gaming Edutainment Market?
Online gaming edutainment is a form of entertainment in which parent’s support and guide children to develop their creativity and relationships. This online edutainment describes any video game that offers online interactions with other players. They provide online interactions with number of themes. This online gaming edutainment is essential for parents to encourage safe and healthy habits in children and technology from a young age. Students are able to gain learning activities and strategic testing. Thus, the demand for online gaming edutainment has been increased.
The market study is being classified by Type (Mobile Games, Pay-to-Play Games and Pay-in-Play Games), by Application (Children, Teenager, Young Adult and Adult) and major geographies with country level break-up.
King Digital Entertainment (Sweden), Microsoft Corporation (United States), Disney (United States), Sony Corporation (Japan), Kidzania (Mexico), Legoland Discovery Center (United States), Plabo (India), Activision Blizzard (United States), Sega Corporation (Japan) and Ubisoft Entertainment SA (France) are some of the key players profiled in the study.
The market of Online Gaming Edutainment is expected to grow with rising demand for children’s. Several companies are operating in the market to provide Online Gaming Edutainment with multiple functioning. The market is highly fragmented with the presence of several market players. They are gaining attention owing to their innovative and novel portfolio. In addition, market profitability is attracting new entrant which is turn impacted on competitive rivalry.
Analyst at AMA have segmented the market study of Global Online Gaming Edutainment market by Type, Application and Region.
On the basis of geography, the market of Online Gaming Edutainment has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico). Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth.
- Rising Preference towards Learning Process in Education
- Increasing Popularity of Theme based Gaming among Children’s
- Augmenting Preference Theme Based Mobile Based Games
- High Cost of Developing the Content for Online Gaming
- Growing Technological Advancements to develop Subject based Computer Programming
- Increasing Inclination of Parents towards Online Gaming to Increase Child Memory Capacity & Strategic Thinking
- Issue in Digital Devices Access
Key Target AudienceOnline Gaming Edutainment Providers, Regulatory Authorities, New Entrants/Investors, Strategic Business Planners, Governments and End Use Industry
Frequently Asked Questions (FAQ):
1. Which factors would majorly drive the Online Gaming Edutainment Market?
"Rising Preference towards Learning Process in Education
" is seen as one of major growth factors of Online Gaming Edutainment Market in years to come.
2. Can we have customized study for Online Gaming Edutainment Market?
The Study can be customized subject to feasibility and data availability. Please connect with our sales representative for further information.