Download Free Sample Report

Educational Games for Kids Market, Global Outlook and Forecast 2023-2030

Educational Games for Kids Market, Global Outlook and Forecast 2023-2030

  • Published on : 12 October 2023
  • Pages :114
  • Report Code:SMR-7828553

Download Report PDF Instantly

Leave This Empty:

Secure

Report overview

This report aims to provide a comprehensive presentation of the global market for Educational Games for Kids, 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 Educational Games for Kids. This report contains market size and forecasts of Educational Games for Kids in global, including the following market information:
Global Educational Games for Kids Market Revenue, 2018-2023, 2024-2030, ($ millions)
Global top five companies in 2022 (%)
The global Educational Games for Kids market was valued at US$ million in 2022 and is projected to reach US$ million by 2029, at a CAGR of % during the forecast period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
The U.S. Market is Estimated at $ Million in 2022, While China is to reach $ Million.
On-premises Segment to Reach $ Million by 2029, with a % CAGR in next six years.
The global key manufacturers of Educational Games for Kids include FunBrain, Prodigy Math, Buzzmath, HOMER, Spelling City, Tinybop, Tynker, Robot School and History for Kids, etc. in 2022, the global top five players have a share approximately % in terms of revenue.
We surveyed the Educational Games for Kids companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.
Total Market by Segment:
Global Educational Games for Kids Market, by Type, 2018-2023, 2024-2030 ($ millions)
Global Educational Games for Kids Market Segment Percentages, by Type, 2022 (%)
On-premises
Cloud Based
Global Educational Games for Kids Market, by Application, 2018-2023, 2024-2030 ($ millions)
Global Educational Games for Kids Market Segment Percentages, by Application, 2022 (%)
Toddler (1-2 Years Old)
Preschoolers (3-5 Years Old)
School-aged children (6-12 Years Old)
Global Educational Games for Kids Market, By Region and Country, 2018-2023, 2024-2030 ($ Millions)
Global Educational Games for Kids Market Segment Percentages, By Region and Country, 2022 (%)
North America
US
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Benelux
Rest of Europe
Asia
China
Japan
South Korea
Southeast Asia
India
Rest of Asia
South America
Brazil
Argentina
Rest of South America
Middle East & Africa
Turkey
Israel
Saudi Arabia
UAE
Rest of Middle East & Africa
Competitor Analysis
The report also provides analysis of leading market participants including:
Key companies Educational Games for Kids revenues in global market, 2018-2023 (estimated), ($ millions)
Key companies Educational Games for Kids revenues share in global market, 2022 (%)
Further, the report presents profiles of competitors in the market, key players include:
FunBrain
Prodigy Math
Buzzmath
HOMER
Spelling City
Tinybop
Tynker
Robot School
History for Kids
Starfall
BiniBambini
ABCmouse
Animal Jam
Dragonbox
PBS Kids
Toy Theater
Edujoy
BrainPOP
CodeMonkey
Vulgar Knight
JumpStart
Ducksters
Intellijoy
MentalUP
Pictoword
codeSpark
Endless Alphabet
Duolingo
Adventure Academy
SplashLearn
Outline of Major Chapters:
Chapter 1: Introduces the definition of Educational Games for Kids, market overview.
Chapter 2: Global Educational Games for Kids market size in revenue.
Chapter 3: Detailed analysis of Educational Games for Kids company competitive landscape, revenue and 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: Sales of Educational Games for Kids in regional level and country level. 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 of each country in the world.
Chapter 7: 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 8: The main points and conclusions of the report.