The global K-12 Educational Game market was valued at US$ million in 2023 and is anticipated to reach US$ million by 2030, witnessing a CAGR of % during the forecast period 2024-2030.
North American market for K-12 Educational Game is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Asia-Pacific market for K-12 Educational Game is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The global market for K-12 Educational Game in Memory Skills is estimated to increase from $ million in 2023 to $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The major global companies of K-12 Educational Game include Microsoft, Osmo, Nintendo, Designing Digitally, KDE Community, Banzai Labs, BrainQuake, Filament Games and Gameloft, etc. In 2023, the world's top three vendors accounted for approximately % of the revenue.
This report aims to provide a comprehensive presentation of the global market for K-12 Educational Game, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding K-12 Educational Game.
Report Scope
The K-12 Educational Game market size, estimations, and forecasts are provided in terms of revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global K-12 Educational Game market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the K-12 Educational Game companies, new entrants, and industry chain related companies in this market with information on the revenues, sales volume, and average price for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
Âé¶¹Ô´´ Segmentation
By Company
Microsoft
Osmo
Nintendo
Designing Digitally
KDE Community
Banzai Labs
BrainQuake
Filament Games
Gameloft
iCivics
Schell Games
PlayGen
Segment by Type
Cloud-Based
On-Premises
Segment by Application
Memory Skills
Counting Skills
Word Skills
Language Skills
Others
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of K-12 Educational Game companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 11: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 12: The main points and conclusions of the report.
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1 Report Overview
1.1 Study Scope
1.2 Âé¶¹Ô´´ Analysis by Type
1.2.1 Global K-12 Educational Game Âé¶¹Ô´´ Size Growth Rate by Type: 2019 VS 2023 VS 2030
1.2.2 Cloud-Based
1.2.3 On-Premises
1.3 Âé¶¹Ô´´ by Application
1.3.1 Global K-12 Educational Game Âé¶¹Ô´´ Growth by Application: 2019 VS 2023 VS 2030
1.3.2 Memory Skills
1.3.3 Counting Skills
1.3.4 Word Skills
1.3.5 Language Skills
1.3.6 Others
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global K-12 Educational Game Âé¶¹Ô´´ Perspective (2019-2030)
2.2 K-12 Educational Game Growth Trends by Region
2.2.1 Global K-12 Educational Game Âé¶¹Ô´´ Size by Region: 2019 VS 2023 VS 2030
2.2.2 K-12 Educational Game Historic Âé¶¹Ô´´ Size by Region (2019-2024)
2.2.3 K-12 Educational Game Forecasted Âé¶¹Ô´´ Size by Region (2025-2030)
2.3 K-12 Educational Game Âé¶¹Ô´´ Dynamics
2.3.1 K-12 Educational Game Industry Trends
2.3.2 K-12 Educational Game Âé¶¹Ô´´ Drivers
2.3.3 K-12 Educational Game Âé¶¹Ô´´ Challenges
2.3.4 K-12 Educational Game Âé¶¹Ô´´ Restraints
3 Competition Landscape by Key Players
3.1 Global Top K-12 Educational Game Players by Revenue
3.1.1 Global Top K-12 Educational Game Players by Revenue (2019-2024)
3.1.2 Global K-12 Educational Game Revenue Âé¶¹Ô´´ Share by Players (2019-2024)
3.2 Global K-12 Educational Game Âé¶¹Ô´´ Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by K-12 Educational Game Revenue
3.4 Global K-12 Educational Game Âé¶¹Ô´´ Concentration Ratio
3.4.1 Global K-12 Educational Game Âé¶¹Ô´´ Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by K-12 Educational Game Revenue in 2023
3.5 K-12 Educational Game Key Players Head office and Area Served
3.6 Key Players K-12 Educational Game Product Solution and Service
3.7 Date of Enter into K-12 Educational Game Âé¶¹Ô´´
3.8 Mergers & Acquisitions, Expansion Plans
4 K-12 Educational Game Breakdown Data by Type
4.1 Global K-12 Educational Game Historic Âé¶¹Ô´´ Size by Type (2019-2024)
4.2 Global K-12 Educational Game Forecasted Âé¶¹Ô´´ Size by Type (2025-2030)
5 K-12 Educational Game Breakdown Data by Application
5.1 Global K-12 Educational Game Historic Âé¶¹Ô´´ Size by Application (2019-2024)
5.2 Global K-12 Educational Game Forecasted Âé¶¹Ô´´ Size by Application (2025-2030)
6 North America
6.1 North America K-12 Educational Game Âé¶¹Ô´´ Size (2019-2030)
6.2 North America K-12 Educational Game Âé¶¹Ô´´ Growth Rate by Country: 2019 VS 2023 VS 2030
6.3 North America K-12 Educational Game Âé¶¹Ô´´ Size by Country (2019-2024)
6.4 North America K-12 Educational Game Âé¶¹Ô´´ Size by Country (2025-2030)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe K-12 Educational Game Âé¶¹Ô´´ Size (2019-2030)
7.2 Europe K-12 Educational Game Âé¶¹Ô´´ Growth Rate by Country: 2019 VS 2023 VS 2030
7.3 Europe K-12 Educational Game Âé¶¹Ô´´ Size by Country (2019-2024)
7.4 Europe K-12 Educational Game Âé¶¹Ô´´ Size by Country (2025-2030)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific K-12 Educational Game Âé¶¹Ô´´ Size (2019-2030)
8.2 Asia-Pacific K-12 Educational Game Âé¶¹Ô´´ Growth Rate by Region: 2019 VS 2023 VS 2030
8.3 Asia-Pacific K-12 Educational Game Âé¶¹Ô´´ Size by Region (2019-2024)
8.4 Asia-Pacific K-12 Educational Game Âé¶¹Ô´´ Size by Region (2025-2030)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America K-12 Educational Game Âé¶¹Ô´´ Size (2019-2030)
9.2 Latin America K-12 Educational Game Âé¶¹Ô´´ Growth Rate by Country: 2019 VS 2023 VS 2030
9.3 Latin America K-12 Educational Game Âé¶¹Ô´´ Size by Country (2019-2024)
9.4 Latin America K-12 Educational Game Âé¶¹Ô´´ Size by Country (2025-2030)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa K-12 Educational Game Âé¶¹Ô´´ Size (2019-2030)
10.2 Middle East & Africa K-12 Educational Game Âé¶¹Ô´´ Growth Rate by Country: 2019 VS 2023 VS 2030
10.3 Middle East & Africa K-12 Educational Game Âé¶¹Ô´´ Size by Country (2019-2024)
10.4 Middle East & Africa K-12 Educational Game Âé¶¹Ô´´ Size by Country (2025-2030)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Microsoft
11.1.1 Microsoft Company Detail
11.1.2 Microsoft Business Overview
11.1.3 Microsoft K-12 Educational Game Introduction
11.1.4 Microsoft Revenue in K-12 Educational Game Business (2019-2024)
11.1.5 Microsoft Recent Development
11.2 Osmo
11.2.1 Osmo Company Detail
11.2.2 Osmo Business Overview
11.2.3 Osmo K-12 Educational Game Introduction
11.2.4 Osmo Revenue in K-12 Educational Game Business (2019-2024)
11.2.5 Osmo Recent Development
11.3 Nintendo
11.3.1 Nintendo Company Detail
11.3.2 Nintendo Business Overview
11.3.3 Nintendo K-12 Educational Game Introduction
11.3.4 Nintendo Revenue in K-12 Educational Game Business (2019-2024)
11.3.5 Nintendo Recent Development
11.4 Designing Digitally
11.4.1 Designing Digitally Company Detail
11.4.2 Designing Digitally Business Overview
11.4.3 Designing Digitally K-12 Educational Game Introduction
11.4.4 Designing Digitally Revenue in K-12 Educational Game Business (2019-2024)
11.4.5 Designing Digitally Recent Development
11.5 KDE Community
11.5.1 KDE Community Company Detail
11.5.2 KDE Community Business Overview
11.5.3 KDE Community K-12 Educational Game Introduction
11.5.4 KDE Community Revenue in K-12 Educational Game Business (2019-2024)
11.5.5 KDE Community Recent Development
11.6 Banzai Labs
11.6.1 Banzai Labs Company Detail
11.6.2 Banzai Labs Business Overview
11.6.3 Banzai Labs K-12 Educational Game Introduction
11.6.4 Banzai Labs Revenue in K-12 Educational Game Business (2019-2024)
11.6.5 Banzai Labs Recent Development
11.7 BrainQuake
11.7.1 BrainQuake Company Detail
11.7.2 BrainQuake Business Overview
11.7.3 BrainQuake K-12 Educational Game Introduction
11.7.4 BrainQuake Revenue in K-12 Educational Game Business (2019-2024)
11.7.5 BrainQuake Recent Development
11.8 Filament Games
11.8.1 Filament Games Company Detail
11.8.2 Filament Games Business Overview
11.8.3 Filament Games K-12 Educational Game Introduction
11.8.4 Filament Games Revenue in K-12 Educational Game Business (2019-2024)
11.8.5 Filament Games Recent Development
11.9 Gameloft
11.9.1 Gameloft Company Detail
11.9.2 Gameloft Business Overview
11.9.3 Gameloft K-12 Educational Game Introduction
11.9.4 Gameloft Revenue in K-12 Educational Game Business (2019-2024)
11.9.5 Gameloft Recent Development
11.10 iCivics
11.10.1 iCivics Company Detail
11.10.2 iCivics Business Overview
11.10.3 iCivics K-12 Educational Game Introduction
11.10.4 iCivics Revenue in K-12 Educational Game Business (2019-2024)
11.10.5 iCivics Recent Development
11.11 Schell Games
11.11.1 Schell Games Company Detail
11.11.2 Schell Games Business Overview
11.11.3 Schell Games K-12 Educational Game Introduction
11.11.4 Schell Games Revenue in K-12 Educational Game Business (2019-2024)
11.11.5 Schell Games Recent Development
11.12 PlayGen
11.12.1 PlayGen Company Detail
11.12.2 PlayGen Business Overview
11.12.3 PlayGen K-12 Educational Game Introduction
11.12.4 PlayGen Revenue in K-12 Educational Game Business (2019-2024)
11.12.5 PlayGen Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details
Microsoft
Osmo
Nintendo
Designing Digitally
KDE Community
Banzai Labs
BrainQuake
Filament Games
Gameloft
iCivics
Schell Games
PlayGen
Ìý
Ìý
*If Applicable.