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.
Highlights from Online Gaming Edutainment Market Study
Attributes | Details |
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Study Period | 2017-2027 |
Base Year | 2021 |
Unit | Value (USD Million) |
Key Companies Profiled | 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) |
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.
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. Online Gaming Edutainment Market Segmentation:
Scope | Sub-Segments |
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Application / End User | Children, Teenager, Young Adult and Adult |
Type | Mobile Games, Pay-to-Play Games and Pay-in-Play Games |
Category | Interactive,Non Interactive,Explorative |
Offerings | Subject Based,Theme Based,Activities Based,Others |
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.
Influencing Trend:
Augmenting Preference Theme Based Mobile Based Games
Market Growth Drivers:
Rising Preference towards Learning Process in Education and Increasing Popularity of Theme based Gaming among Children’s
Challenges:
Issue in Digital Devices Access
Restraints:
High Cost of Developing the Content for Online Gaming
Opportunities:
Growing Technological Advancements to develop Subject based Computer Programming and Increasing Inclination of Parents towards Online Gaming to Increase Child Memory Capacity & Strategic Thinking
Key Target Audience
Online Gaming Edutainment Providers, Regulatory Authorities, New Entrants/Investors, Strategic Business Planners, Governments and End Use Industry