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Online Gaming Edutainment Market Research Report By Age (Under 18, 18-24, 25-34, 35-44, 45 and Above), By Revenue Model (Subscription-Based, In-App Purchases, Freemium, Advertising-Supported), By Platform (PC, Console, Mobile, VR/AR), By Type of Game (Action-Adventure, Role-Playing, First-Person Shooter, Strategy, Simulation), By Educational Focus (STEM, Language Learning, History, Arts and Culture, Soft Skills) and By Regional (North America, Europe, South America, Asia Pacific, Middle East and Africa) - Forecast to 2032


ID: MRFR/ICT/29497-HCR | 100 Pages | Author: Aarti Dhapte| December 2024

Online Gaming Edutainment Market Overview


Online Gaming Edutainment Market Size was estimated at 2.46 (USD Billion) in 2022. The Online Gaming Edutainment Market Industry is expected to grow from 2.82(USD Billion) in 2023 to 9.86 (USD Billion) by 2032. The Online Gaming Edutainment Market CAGR (growth rate) is expected to be around 14.9% during the forecast period (2024 - 2032).


Key Online Gaming Edutainment Market Trends Highlighted


The Online Gaming Edutainment market is witnessing a surge in demand as technology advancements blur the lines between education and entertainment. Key market drivers include the proliferation of mobile devices, the rise of cloud gaming, and the growing popularity of e-sports.Opportunities in this market lie in the development of immersive and interactive learning experiences that utilize virtual reality and augmented reality technologies. Furthermore, the integration of artificial intelligence can enhance personalization and tailor content to individual needs.Recent trends in the Online Gaming Edutainment market include the adoption of gamification techniques in educational settings to enhance engagement and motivation. Additionally, the convergence of gaming and education is fostering the creation of blended learning models that combine traditional methods with interactive gaming elements.


Online Gaming Edutainment Market Overview


Source: Primary Research, Secondary Research, MRFR Database and Analyst Review


Online Gaming Edutainment Market Drivers


Demand for Immersive and Interactive Learning Experiences


The demand for immersive and interactive learning experiences has been a major driver in the growth of the Online Gaming Edutainment Market Industry. Online gaming edutainment platforms provide learners with engaging and interactive environments that simulate real-world scenarios and allow them to learn through hands-on experiences. This approach has proven to be effective in capturing and retaining learner attention, leading to better learning outcomes.Additionally, the gamification of educational content makes learning more enjoyable and motivating, further contributing to the market's growth.


Integration of Artificial Intelligence (AI) and Machine Learning (ML)


The integration of Artificial Intelligence (AI) and Machine Learning (ML) into online gaming edutainment platforms has revolutionized the learning process. AI-powered platforms can personalize learning experiences by adapting to individual learner needs, providing tailored recommendationsf and offering real-time feedback. ML algorithms analyze learner data to identify areas for improvement and suggest interventions to enhance the learning process.This integration has led to improved learner engagement, increased knowledge retention, and better overall learning outcomes.


Growing Adoption of Cloud-Based Platforms


The increasing penetration of cloud-based platforms has been instrumental in the development of the Online Gaming Edutainment Market Industry. These platforms provide flexibility, scalability, and convenience and allow providers to reach a larger market of potential customers and enable the apprehension of their services across a range of locations and devices. In addition, cloud-based infrastructure makes real-time tracking of learners’ performance possible, facilitating more accurate data analysis and decision-making to provide a better learning experience.


Online Gaming Edutainment Market Segment Insights


Online Gaming Edutainment Market Age Insights


Based on the age segment, this report analyses the revenue of the Online Gaming Edutainment Market. Accordingly, the Online Gaming Edutainment Market is segmented by age including Under 18, 18-24, 25-34, 35-44 and 45 and Above. In 2023, the Under 18 segment is projected to be the largest segment of the market, accounting for over 35% of the Online Gaming Edutainment Market revenue. In general, the segment is driven by the fact that children and teenagers are increasingly playing online games.

The 18-24 segment is the second largest segment of the Online Gaming Edutainment Market, accounting for over 25% of the market revenue.Overall, the segment is primarily driven by the fact that the number of young adults spending more time on online gaming is increasing. The 25-34 segment is the third largest segment of the market, accounting for over 20% of the market revenue in 2023. The increasing disposable income of young adults and their willingness to spend money on online gaming are the main drivers of the segment.

The 35-44 segment is the fourth largest segment of the market, accounting for over 15% of the market revenue in 2023. The fact that the number of older adults playing online games is increasing is the main driving factor of the segment.The 45 and Above segment is the smallest segment, accounting for less than 5% of the market revenue. The number of older adults who are retiring and have more time to spend on online gaming is the main driving factor of the 45 and Above segment.


Online Gaming Edutainment Market Age Insights


Source: Primary Research, Secondary Research, MRFR Database and Analyst Review


Online Gaming Edutainment Market Revenue Model Insights


The Online Gaming Edutainment Market is segmented on the basis of revenue model into subscription-based, in-app purchases, freemium and advertising-supported. The subscription-based model is expected to hold the largest share of the market in 2023 and is projected to grow at a CAGR of 13.8% during the forecast period. The advertising-supported model is expected to grow at a CAGR of 14.3% during the forecast period.

The subscription-based model is popular among gamers who want to access a wide variety of games without having to pay for each game individually.In-app purchases allow gamers to purchase additional content, such as new levels, characters, or weapons. The freemium model allows gamers to play a game for free but charges them for additional features or content. The advertising-supported model allows gamers to play a game for free but displays advertisements to generate revenue.


Online Gaming Edutainment Market Platform Insights


The Online Gaming Edutainment Market is segmented by platform into PC, console, mobile and VR/AR. Among these, the mobile segment is expected to hold the largest market share in 2023 and is projected to grow at the highest CAGR during the forecast period (2024-2032). The growth of the mobile segment can be attributed to the increasing popularity of mobile gaming, as well as the growing availability of affordable smartphones and tablets.

The PC segment is expected to hold the second-largest market share in 2023 and is projected to grow at a steady CAGR during the forecast period.The growth of the PC segment can be attributed to the increasing popularity of online multiplayer games, as well as the growing availability of powerful gaming PCs. The console segment is expected to hold a significant market share in 2023 and is projected to grow at a moderate CAGR during the forecast period.

The growth of the console segment can be attributed to the increasing popularity of console gaming, as well as the growing availability of new and innovative consoles. The VR/AR segment is expected to hold a small market share in 2023 but is projected to grow at the fastest CAGR during the forecast period.The growth of the VR/AR segment can be attributed to the increasing popularity of VR and AR gaming, as well as the growing availability of affordable VR and AR headsets.


Online Gaming Edutainment Market Type of Game Insights


The Online Gaming Edutainment Market Segmentation by Type of Game includes Action-Adventure, Role-Playing, First-Person Shooter, Strategy and Simulation. Action-adventure games held the largest market share in 2023, accounting for around 35%. Role-playing games are expected to grow at the highest CAGR during the forecast period. Simulation games are expected to witness significant growth, driven by the increasing popularity of realistic and immersive gaming experiences. The growing popularity of e-sports and the increasing adoption of cloud gaming are expected to drive the growth of the Online Gaming Edutainment Market in the coming years.


Online Gaming Edutainment Market Educational Focus Insights


The Online Gaming Edutainment Market segmentation by Educational Focus encompasses various sub-segments catering to specific learning objectives. In 2023, the STEM (Science, Technology, Engineering and Mathematics) segment held a significant market share, driven by the crescent demand for interactive and engaging ways to teach complex scientific concepts. The Language Learning segment is also witnessing substantial growth, with online gaming platforms offering immersive language learning experiences.

The History segment leverages gaming to make historical events and figures more relatable and engaging.The Arts and Culture segment utilizes gaming to promote cultural appreciation and understanding. Lastly, the Soft Skills segment focuses on developing essential life skills such as problem-solving, critical thinking and teamwork through gaming experiences. Each of these segments presents unique opportunities for growth and innovation within the Online Gaming Edutainment Market.


Online Gaming Edutainment Market Regional Insights


The regional segmentation of the Online Gaming Edutainment Market offers valuable insights into the geographical distribution of market growth and opportunities. North America is anticipated to dominate the market in 2023, with a significant share of the global revenue of 1.173 billion USD. The region's strong technological infrastructure, high disposable income, and growing demand for interactive entertainment contribute to its leading position.

Europe follows closely behind, with a robust gaming industry and a large consumer base, projected to generate 0.624 billion USD in 2023. The Asia-Pacific region is expected to witness significant growth in the coming years, with revenues of 0.582 billion USD in 2023, driven by the increasing popularity of mobile gaming and the rising middle class.South America and the Middle East and Africa (MEA) are emerging markets with immense potential for growth, as they exhibit a growing interest in online gaming and edutainment, with South America generating 0.233 billion USD in 2023 and MEA at 0.208 billion USD.


Online Gaming Edutainment Market Age Insights


Source: Primary Research, Secondary Research, MRFR Database and Analyst Review


Online Gaming Edutainment Market Key Players And Competitive Insights


Major players in Online Gaming Edutainment Market industry are constantly innovating and developing new products and services to meet the evolving needs of their customers. Leading Online Gaming Edutainment Market players are investing heavily in research and development to stay ahead of the competition. The Online Gaming Edutainment Market is expected to witness significant growth in the coming years, owing to the increasing popularity of online gaming and the rising demand for edutainment content.

The market is characterized by the presence of several key players, such as Kahoot! Blooket and Quizizz, among others. These companies are constantly engaged in strategic partnerships and acquisitions to expand their market share.One of the leading companies in the Online Gaming entertainment market is Kahoot! The company offers a comprehensive suite of online learning games and quizzes that can be used by teachers, students, and businesses. Kahoot!'s platform is designed to make learning fun and engaging, and it has been used by over 2 billion people worldwide.

The company has a strong presence in the United States, Europe, and Asia, and it is expanding its reach into new markets. Kahoot! has been recognized for its innovative approach to edutainment, and it has won numerous awards, including the "Best Educational App" award from the App Store.Another leading company in the Online Gaming Edutainment Market is Blooket. The company offers a variety of online learning games that can be used by teachers and students.

Blooket's games are designed to be fun and educational, and they cover a wide range of subjects, including math, science, and history. Blooket has a strong presence in the United States and Canada, and it is expanding its reach into new markets. The company has been recognized for its high-quality games and its commitment to customer service, and it has won numerous awards, including the "Best Educational Game" award from the Google Play Store.


Key Companies in the Online Gaming Edutainment Market Include



  • Microsoft Azure Spatial Anchors

  • Niantic

  • Leap Motion

  • Tilt Five

  • Amazon Sumerian

  • Minecraft Education Edition

  • Epic Games

  • Spatial

  • Kahoot!

  • Unity

  • Varjo

  • Roblox

  • Owlchemy Labs

  • Meta Immersive Learning

  • Google Classroom


Online Gaming Edutainment Market Industry Developments


Recent developments and current affairs indicate a rapidly evolving Online Gaming Edutainment Market. Strategic partnerships, technological advancements, and the integration of artificial intelligence (AI) and virtual reality (VR) are shaping the industry. Notable news includes the $100 million investment in the edutainment platform Kahoot! by SoftBank Vision Fund 2.


Furthermore, major players such as Google and Microsoft are expanding their offerings with the launch of Stadia and Xbox Game Pass Ultimate, respectively. These developments underscore the growing recognition of the edutainment market's potential, driven by the convergence of gaming, education, and entertainment.


Online Gaming Edutainment Market Segmentation Insights




  • Online Gaming Edutainment Market Age Outlook



    • Under 18

    • 18-24

    • 25-34

    • 35-44

    • 45 and Above






  • Online Gaming Edutainment Market Revenue Model Outlook



    • Subscription-Based

    • In-App Purchases

    • Freemium

    • Advertising-Supported






  • Online Gaming Edutainment Market Platform Outlook



    • PC

    • Console

    • Mobile

    • VR/AR






  • Online Gaming Edutainment Market Type of Game Outlook



    • Action-Adventure

    • Role-Playing

    • First-Person Shooter

    • Strategy

    • Simulation






  • Online Gaming Edutainment Market Educational Focus Outlook



    • STEM

    • Language Learning

    • History

    • Arts and Culture

    • Soft Skills






  • Online Gaming Edutainment Market Regional Outlook



    • North America

    • Europe

    • South America

    • Asia Pacific

    • Middle East and Africa



Report Attribute/Metric Details
Market Size 2022 2.46(USD Billion)
Market Size 2023 2.82(USD Billion)
Market Size 2032 9.86(USD Billion)
Compound Annual Growth Rate (CAGR) 14.9% (2024 - 2032)
Report Coverage Revenue Forecast, Competitive Landscape, Growth Factors, and Trends
Base Year 2023
Market Forecast Period 2024 - 2032
Historical Data 2019 - 2023
Market Forecast Units USD Billion
Key Companies Profiled Microsoft Azure Spatial Anchors, Niantic, Leap Motion, Tilt Five, Amazon Sumerian, Minecraft Education Edition, Epic Games, Spatial, Kahoot! Unity, Varjo, Roblox, Owlchemy Labs, Meta Immersive Learning, Google Classroom
Segments Covered Age, Revenue Model, Platform, Type of Game, Educational Focus, Regional
Key Market Opportunities 1.       Growing mobile gaming 2.       expansion into emerging markets 3.       increase in STEM learning through gaming 4.       rise of cloud gaming surge in demand for edutainment content
Key Market Dynamics 1.       Increasing mobile gaming 2.       growing popularity of esports 3.       technological advancements and 4.       rising demand for educational and 5.       entertaining content
Countries Covered North America, Europe, APAC, South America, MEA


Frequently Asked Questions (FAQ) :

The Online Gaming Edutainment Market was expected to reach a valuation of 9.86 billion U.S. dollars by 2032, expanding at a CAGR of 14.9% from 2024 to 2032.

Rising demand for immersive and interactive learning experiences, increasing adoption of advanced technologies such as augmented and virtual reality, and growing popularity of e-sports are key factors propelling market expansion.

North America is anticipated to dominate the market throughout the forecast period due to well-established gaming and education industries and high adoption of innovative technologies.

Online gaming edutainment finds applications in various educational settings, including STEM learning, language acquisition, history simulations, and professional development.

Prominent players in the market include Kahoot!, Roblox, Minecraft and Epic Games, among others.

Challenges include concerns over excessive screen time, potential addiction, and ensuring the educational value of games.

Gamification of traditional educational content, integration of artificial intelligence, and the rise of cloud-based gaming platforms are emerging trends shaping the market.

The market is projected to expand at a CAGR of 14.9% from 2024 to 2032.

2023 is the base year, and 2032 is the end year for the market analysis.

The market research is based on secondary sources such as industry reports, company presentations, and government data.

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