Global 6-12 Kids Educational Games Market Size By Product(subject-specific games, language learning games), By Type(trategy games, math games, puzzle games), By Application(quality-oriented education and examination-oriented education), By Geographic Scope And Forecast

Report ID: 283807|No. of Pages: 201

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Global 6-12 Kids Educational Games Market Size By Product(subject-specific games, language learning games), By Type(trategy games, math games, puzzle games), By Application(quality-oriented education and examination-oriented education), By Geographic Scope And Forecast

Report ID: 283807|Published Date: Jul 2024|No. of Pages: 201|Base Year for Estimate: 2024|Format:   Report available in PDF formatReport available in Excel Format

6-12 Kids Educational Games Market Size And Forecast

6-12 Kids Educational Games Market size was valued at USD 25.4 Billion in 2024 and is projected to reach USD 129.8 Billion by 2031, growing at a CAGR of 22.59% during the forecast period 2024-2031.

The market growth can be attributed to the rising demand for smart ways of learning for kids across the globe. In addition to this, the growth of the e-learning industry has also propelled the growth of the market. Therefore, there is a growing inclination toward the adoption of game-based learning for kids. The Global 6-12 Kids Educational Games Market report provides a holistic evaluation of the market. The report offers a comprehensive analysis of key segments, trends, drivers, restraints, competitive landscape, and factors that are playing a substantial role in the market.

6-12 Kids Educational Games Market Size And Forecast

Global 6-12 Kids Educational Games Market Definition

The educational games for kids of age 6 to 12 years are a great way to build the skills that kids need to succeed in school. Educational games for kids are based on a variety of subjects like science, math, English, arts, music, and history. These educational games for kids make learning fun with language arts, math facts, and more. Children enjoy learning with educational games. Kids can learn with language puzzles, math addition facts, multiplication flash cards, and more through these games to make their learning experience rewarding and fun. These games engage children and at the same time develop their cognitive, social, and logical skills. The primary objective of these games and activities is to help children learn about different subjects practically.

Many parents look for activities for kids aged between 6 to 12 years age, since the children may not show interest in the activities they liked before. Usually, most children begin to show independence, understand their place globally, and pay attention to friends and teamwork around the age of 6-12. The educational games upgrade their activities to match their developing mental skills. Keeping the kids engaged in age-appropriate activities can be beneficial for cognitive development. Educational and learning activities of games can make learning enjoyable and develop the abilities to deal with failure, support creativity, and build resilience. In addition to this, educational games promote creative thinking and strengthen the composition skills of kids.

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Global 6-12 Kids Educational Games Market Overview

With the rapidly increasing trend of online education and smart learning, the share of education game development in the market is unimaginably rising. E-learning has become one of the top trends in educational technology in recent years. This is mainly due to the rapid spread of COVID-19 and school closures. This led to a rising demand for online educational platforms. eLearning is education or training delivered electronically. It can be slide-based online activities, or it can also be an online course that helps a business train employee in necessary skills.

In addition to this, there is a rising download of educational apps from the app stores. For instance, according to Visartech Inc., in the last quarter of 2020, 470 million educational applications were downloaded from the Apple Store, and 466 million educational apps in Google Play. Some of the major markets for kids’ educational games are the U.S., Canada, Europe, and Australia. Currently, the advanced technologies are being integrated into the gaming. Some of the technologies are that are used in the gaming are AR (Augmented Reality), verbal interaction, and gaming. Therefore, the rising popularity of game-based learning is one of the key factors propelling the growth of the market.

However, one of the foremost barriers to adopting digital interactive learning including educational games in the classroom is the lack of adequate technology. This is especially one of the major barrier factors in underdeveloped countries and some developing countries of the world. The lack of adequate technology includes minimal access to laptop and desktop computers, tablets, and smartphones. While online educational gaming can provide quality education and social interaction, there’s also a darker side. From cyberbullying to online predators to hidden costs, there are many concerns when it comes to playing video games online, especially for kids. Mobile is becoming a critical segment of the game industry.
Moreover, the swift expansion of the game-based learning for kids market is being driven by a key factor, a surge in investments from venture capitalists. Start-ups focused on education technology are securing hefty sums from investors across the globe. Investors are pouring money into educational gaming companies as they benefit from a surge in online gaming sparked by the pandemic.

Global 6-12 Kids Educational Games Market: Segmentation Analysis

The 6-12 Kids Educational Games Market is segmented on the basis of Product, Type, Application, and Geography.

6-12 Kids Educational Games Market Segmentation Analysis

6-12 Kids Educational Games Market, By Product

  • Subject-Specific Games
  •  Language Learning Games
  • Others

On the basis of product, the global 6-12 kid educational games market has been segmented into subject-specific games, language learning games, and others. Subject-Specific Games accounted for the largest market share in 2021, and is projected to grow at the highest CAGR during the forecast period. For kids who don’t study best with pen and paper, educational games are a great option. A growing amount of research demonstrates that game-based learning platforms “may create a compelling dynamic that drives students to acquire competencies and skills while they focus on the activities of the game,” according to educational nonprofit EDUCAUSE. Subject-specific games are developed to help children learn a specific subject with great interaction. Several players in the industry have developed educational games for the following major subjects Mathematics, Language arts, Art, Health and physical education among others.

6-12 Kids Educational Games Market, By Type

  • Strategy Games
  • Math Games
  • Puzzle Games
  • Word Games
  •  Others

6-12 Kids Educational Games Market by Type

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On the basis of game type, the global 6-12 kids educational games market has been segmented into strategy games, math games, puzzle games, word games, and others. Strategy Games accounted for the largest market share in 2021, and is projected to grow at the highest CAGR during the forecast period. Situational games, or strategy games, require players to make decisions while they play. Additionally, there are also board games that fall under the category of strategic or strategy games, such as chess and business games. Video games are a type of strategic game. Such games are in higher demand since kids are more drawn to them and some of them become addicted to them. Strategy games aid in the development of some skills in kids, including the ability to make decisions and think broadly. These lessons and growth can aid students in making decisions in real life and in making decisions by considering and examining a wider viewpoint.

6-12 Kids Educational Games Market, By Application

  • Quality-Oriented Education
  • Examination-Oriented Education

6-12 Kids Educational Games Market by Application

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On the basis of application, the Global 6-12 Kids Educational Games Market has been segmented into Quality-Oriented Education, and Examination-Oriented Education. Quality-Oriented Education accounted for the largest market share in 2020. Quality-oriented education places emphasis on cultivating and developing students’ quality in all areas and realizes the all-around development of students’ morals, intellect, physical health, creativity, and labor. Quality-oriented education views the cultivation of comprehensively developed people as its guiding concept.

6-12 Kids Educational Games Market, By Geography

  • North America
  • Europe
  • The Asia Pacific
  • Latin America
  • Middle East and Africa

6-12 Kids Educational Games Market by Geography

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On the basis of geographical region, Asia Pacific accounted for the largest market share in the global 6-12 kids educational games market in 2021. Besides, the Asia Pacific region is also anticipated to grow at the highest growth rate over the forecast period in the global 6-12 kids’ educational games market. Rising awareness and growth of e-learning across the countries such as China and India are propelling the growth of the market in the APAC region. The North America region held the second-largest market share in 2021. This is mainly attributed to the presence of a large number of key players in the countries such as the U.S. and Canada. In addition to this, high awareness about the advantages of game-based learning among parents and schools in the region further significantly contributes to the growth of the market. The Europe region accounted for a significant market share in the year 2021. Well-developed infrastructure and high internet penetration are some of the key factors boosting the growth of the market.

Key Players

The “Global 6-12 Kids Educational Games Market” study report will provide valuable insight with an emphasis on the global market. The major players in the market are Osmo, Mattel, PlayGen, Schell Games, LEGO Systems, PowerZ, Kuato Studios, Scholastic, The Learning Company, Monkimun, Smart Lumies, and others.

In July 2021, French start up PowerZ raised USD 8.3 million for its video game focused on education. In June 2021, Lingokids has raised USD 40 million in funding for its educational game platform. And the company said it now reaches more than 30 million families worldwide with its mobile apps.

Report Scope

REPORT ATTRIBUTESDETAILS
STUDY PERIOD

2021-2031

BASE YEAR

2024

FORECAST PERIOD

2024-2031

HISTORICAL PERIOD

2021-2023

UNIT

Value (USD Billion)

KEY COMPANIES PROFILED

Osmo, Mattel, PlayGen, Schell Games, LEGO Systems, PowerZ, Kuato Studios, Scholastic, The Learning Company, Monkimun, Smart Lumies, and others.

SEGMENTS COVERED

By Product, By Type, By Application, and By Geography.

CUSTOMIZATION SCOPE

Free report customization (equivalent up to 4 analyst’s working days)  with purchase. Addition or alteration to country, regional & segment scope

Research Methodology of Verified Market Research

Research Methodology VMR

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Reasons to Purchase this Report

• Qualitative and quantitative analysis of the market based on segmentation involving both economic as well as non-economic factors
• Provision of market value (USD Billion) data for each segment and sub-segment
• Indicates the region and segment that is expected to witness the fastest growth as well as to dominate the market
• Analysis by geography highlighting the consumption of the product/service in the region as well as indicating the factors that are affecting the market within each region
• Competitive landscape which incorporates the market ranking of the major players, along with new service/product launches, partnerships, business expansions, and acquisitions in the past five years of companies profiled
• Extensive company profiles comprising of company overview, company insights, product benchmarking, and SWOT analysis for the major market players
• The current as well as the future market outlook of the industry with respect to recent developments which involve growth opportunities and drivers as well as challenges and restraints of both emerging as well as developed regions
• Includes in-depth analysis of the market of various perspectives through Porter’s five forces analysis
• Provides insight into the market through Value Chain
• Market dynamics scenario, along with growth opportunities of the market in the years to come
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Frequently Asked Questions

6-12 Kids Educational Games Market was valued at USD 25.4 Billion in 2024 and is projected to reach USD 129.8 Billion by 2031, growing at a CAGR of 22.59% during the forecast period 2024-2031.

The market growth can be attributed to the rising demand for smart ways of learning for kids across the globe. In addition to this, the growth of the e-learning industry has also propelled the growth of the market

The major players in the market are Osmo, Mattel, PlayGen, Schell Games, LEGO Systems, PowerZ, Kuato Studios, Scholastic, The Learning Company, Monkimun, Smart Lumies, and others.

The 6-12 Kids Educational Games Market is segmented on the basis of Product, Type, Application, and Geography.

The report sample of 6-12 Kids Educational Games Market report can be obtained on demand from the website. Also, the 24*7 chat support & direct call services are provided to procure the sample report.

1 INTRODUCTION OF GLOBAL 6-12 KIDS EDUCATIONAL GAMES MARKET
1.1 OVERVIEW OF THE MARKET
1.2 SCOPE OF REPORT
1.3 ASSUMPTIONS

2 EXECUTIVE SUMMARY

3 RESEARCH METHODOLOGY OF VERIFIED MARKET RESEARCH
3.1 DATA MINING
3.2 VALIDATION
3.3 PRIMARY INTERVIEWS
3.4 LIST OF DATA SOURCES

4 GLOBAL 6-12 KIDS EDUCATIONAL GAMES MARKET OUTLOOK
4.1 OVERVIEW
4.2 MARKET DYNAMICS
4.2.1 DRIVERS
4.2.2 RESTRAINTS
4.2.3 OPPORTUNITIES
4.3 PORTERS FIVE FORCE MODEL
4.4 VALUE CHAIN ANALYSIS

5 GLOBAL 6-12 KIDS EDUCATIONAL GAMES MARKET, BY PRODUCTS
5.1 OVERVIEW
5.2 SUBJECT-SPECIFIC GAMES
5.3 LANGUAGE LEARNING GAMES
5.4 OTHERS

6 GLOBAL 6-12 KIDS EDUCATIONAL GAMES MARKET BY TYPE
6.1 OVERVIEW
6.2 STRATEGY GAMES
6.3 MATH GAMES
6.4 PUZZLE GAMES
6.5 WORD GAMES
6.6 OTHERS

7 GLOBAL 6-12 KIDS EDUCATIONAL GAMES MARKET BY APPLICATION
7.1 OVERVIEW
7.2 QUALITY-ORIENTED EDUCATION
7.3 EXAMINATION-ORIENTED EDUCATION

8 GLOBAL 6-12 KIDS EDUCATIONAL GAMES MARKET, BY GEOGRAPHY
8.1 OVERVIEW
8.2 NORTH AMERICA
8.2.1 U.S.
8.2.2 CANADA
8.2.3 MEXICO
8.3 EUROPE
8.3.1 GERMANY
8.3.2 U.K.
8.3.3 FRANCE
8.3.4 REST OF EUROPE
8.4 ASIA PACIFIC
8.4.1 CHINA
8.4.2 JAPAN
8.4.3 INDIA
8.4.4 REST OF ASIA PACIFIC
8.5 REST OF THE WORLD
8.5.1 LATIN AMERICA
8.5.2 MIDDLE EAST AND AFRICA

9 GLOBAL 6-12 KIDS EDUCATIONAL GAMES MARKET COMPETITIVE LANDSCAPE
9.1 OVERVIEW
9.2 COMPANY MARKET RANKING
9.3 KEY DEVELOPMENT STRATEGIES

10 COMPANY PROFILES
10.1 OSMO
10.1.1 OVERVIEW
10.1.2 FINANCIAL PERFORMANCE
10.1.3 PRODUCT OUTLOOK
10.1.4 KEY DEVELOPMENTS

10.2 MATTEL
10.2.1 OVERVIEW
10.2.2 FINANCIAL PERFORMANCE
10.2.3 PRODUCT OUTLOOK
10.2.4 KEY DEVELOPMENTS

10.3 PLAYGEN
10.3.1 OVERVIEW
10.3.2 FINANCIAL PERFORMANCE
10.3.3 PRODUCT OUTLOOK
10.3.4 KEY DEVELOPMENTS

10.4 SCHELL GAMES
10.4.1 OVERVIEW
10.4.2 FINANCIAL PERFORMANCE
10.4.3 PRODUCT OUTLOOK
10.4.4 KEY DEVELOPMENTS

10.5 LEGO SYSTEMS
10.5.1 OVERVIEW
10.5.2 FINANCIAL PERFORMANCE
10.5.3 PRODUCT OUTLOOK
10.5.4 KEY DEVELOPMENTS

10.6 KUATO STUDIOS
10.6.1 OVERVIEW
10.6.2 FINANCIAL PERFORMANCE
10.6.3 PRODUCT OUTLOOK
10.6.4 KEY DEVELOPMENT

10.7 SCHOLASTIC
10.7.1 OVERVIEW
10.7.2 FINANCIAL PERFORMANCE
10.7.3 PRODUCT OUTLOOK
10.7.4 KEY DEVELOPMENTS

10.8 THE LEARNING COMPANY
10.8.1 OVERVIEW
10.8.2 FINANCIAL PERFORMANCE
10.8.3 PRODUCT OUTLOOK
10.8.4 KEY DEVELOPMENTS

10.9 MONKIMUN
10.9.1 OVERVIEW
10.9.2 FINANCIAL PERFORMANCE
10.9.3 PRODUCT OUTLOOK
10.9.4 KEY DEVELOPMENTS

10.10 SMART LUMIES
10.10.1 OVERVIEW
10.10.2 FINANCIAL PERFORMANCE
10.10.3 PRODUCT OUTLOOK
10.10.4 KEY DEVELOPMENTS

11 KEY DEVELOPMENTS
11.1 PRODUCT LAUNCHES/DEVELOPMENTS
11.2 MERGERS AND ACQUISITIONS
11.3 BUSINESS EXPANSIONS
11.4 PARTNERSHIPS AND COLLABORATIONS

12 APPENDIX
12.1 RELATED RESEARCH

Report Research Methodology

Research methodology

Verified Market Research uses the latest researching tools to offer accurate data insights. Our experts deliver the best research reports that have revenue generating recommendations. Analysts carry out extensive research using both top-down and bottom up methods. This helps in exploring the market from different dimensions.

This additionally supports the market researchers in segmenting different segments of the market for analysing them individually.

We appoint data triangulation strategies to explore different areas of the market. This way, we ensure that all our clients get reliable insights associated with the market. Different elements of research methodology appointed by our experts include:

Exploratory data mining

Market is filled with data. All the data is collected in raw format that undergoes a strict filtering system to ensure that only the required data is left behind. The leftover data is properly validated and its authenticity (of source) is checked before using it further. We also collect and mix the data from our previous market research reports.

All the previous reports are stored in our large in-house data repository. Also, the experts gather reliable information from the paid databases.

expert data mining

For understanding the entire market landscape, we need to get details about the past and ongoing trends also. To achieve this, we collect data from different members of the market (distributors and suppliers) along with government websites.

Last piece of the ‘market research’ puzzle is done by going through the data collected from questionnaires, journals and surveys. VMR analysts also give emphasis to different industry dynamics such as market drivers, restraints and monetary trends. As a result, the final set of collected data is a combination of different forms of raw statistics. All of this data is carved into usable information by putting it through authentication procedures and by using best in-class cross-validation techniques.

Data Collection Matrix

PerspectivePrimary ResearchSecondary Research
Supplier side
  • Fabricators
  • Technology purveyors and wholesalers
  • Competitor company’s business reports and newsletters
  • Government publications and websites
  • Independent investigations
  • Economic and demographic specifics
Demand side
  • End-user surveys
  • Consumer surveys
  • Mystery shopping
  • Case studies
  • Reference customer

Econometrics and data visualization model

data visualiztion model

Our analysts offer market evaluations and forecasts using the industry-first simulation models. They utilize the BI-enabled dashboard to deliver real-time market statistics. With the help of embedded analytics, the clients can get details associated with brand analysis. They can also use the online reporting software to understand the different key performance indicators.

All the research models are customized to the prerequisites shared by the global clients.

The collected data includes market dynamics, technology landscape, application development and pricing trends. All of this is fed to the research model which then churns out the relevant data for market study.

Our market research experts offer both short-term (econometric models) and long-term analysis (technology market model) of the market in the same report. This way, the clients can achieve all their goals along with jumping on the emerging opportunities. Technological advancements, new product launches and money flow of the market is compared in different cases to showcase their impacts over the forecasted period.

Analysts use correlation, regression and time series analysis to deliver reliable business insights. Our experienced team of professionals diffuse the technology landscape, regulatory frameworks, economic outlook and business principles to share the details of external factors on the market under investigation.

Different demographics are analyzed individually to give appropriate details about the market. After this, all the region-wise data is joined together to serve the clients with glo-cal perspective. We ensure that all the data is accurate and all the actionable recommendations can be achieved in record time. We work with our clients in every step of the work, from exploring the market to implementing business plans. We largely focus on the following parameters for forecasting about the market under lens:

  • Market drivers and restraints, along with their current and expected impact
  • Raw material scenario and supply v/s price trends
  • Regulatory scenario and expected developments
  • Current capacity and expected capacity additions up to 2027

We assign different weights to the above parameters. This way, we are empowered to quantify their impact on the market’s momentum. Further, it helps us in delivering the evidence related to market growth rates.

Primary validation

The last step of the report making revolves around forecasting of the market. Exhaustive interviews of the industry experts and decision makers of the esteemed organizations are taken to validate the findings of our experts.

The assumptions that are made to obtain the statistics and data elements are cross-checked by interviewing managers over F2F discussions as well as over phone calls.

primary validation

Different members of the market’s value chain such as suppliers, distributors, vendors and end consumers are also approached to deliver an unbiased market picture. All the interviews are conducted across the globe. There is no language barrier due to our experienced and multi-lingual team of professionals. Interviews have the capability to offer critical insights about the market. Current business scenarios and future market expectations escalate the quality of our five-star rated market research reports. Our highly trained team use the primary research with Key Industry Participants (KIPs) for validating the market forecasts:

  • Established market players
  • Raw data suppliers
  • Network participants such as distributors
  • End consumers

The aims of doing primary research are:

  • Verifying the collected data in terms of accuracy and reliability.
  • To understand the ongoing market trends and to foresee the future market growth patterns.

Industry Analysis Matrix

Qualitative analysisQuantitative analysis
  • Global industry landscape and trends
  • Market momentum and key issues
  • Technology landscape
  • Market’s emerging opportunities
  • Porter’s analysis and PESTEL analysis
  • Competitive landscape and component benchmarking
  • Policy and regulatory scenario
  • Market revenue estimates and forecast up to 2027
  • Market revenue estimates and forecasts up to 2027, by technology
  • Market revenue estimates and forecasts up to 2027, by application
  • Market revenue estimates and forecasts up to 2027, by type
  • Market revenue estimates and forecasts up to 2027, by component
  • Regional market revenue forecasts, by technology
  • Regional market revenue forecasts, by application
  • Regional market revenue forecasts, by type
  • Regional market revenue forecasts, by component

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