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According to the latest research analysis,the global market for K-12 Educational Game should grow from US$ million in 2022 to US$ million by 2029, with a CAGR of % for the period of 2023-2029.
China K-12 Educational Game market should grow from US$ million in 2022 to US$ million by 2029, with a CAGR of % for the period of 2023-2029.
The United States K-12 Educational Game market should grow from US$ million in 2022 to US$ million by 2029, with a CAGR of % for the period of 2023-2029.
In terms of type, Cloud-Based segment holds a share about % in 2022 and will reach % in 2029; while in terms of application, Memory Skills has a share approximately % in 2022 and will grow at a CAGR % during 2023 and 2029.
The global key manufacturers of K-12 Educational Game include Microsoft, Osmo, Nintendo, Designing Digitally, KDE Community, Banzai Labs, BrainQuake, Filament Games and Gameloft, etc. In 2022, the global top five players hold a share approximately % in terms of revenue.
This report aims to provide a comprehensive study of the global market for K-12 Educational Game.
Data-Driven Insights: Highlights from Our Report
(1) Global K-12 Educational Game market size (value), history data from 2018-2022 and forecast data from 2023 to 2029.
(2) Global K-12 Educational Game market competitive situation, revenue and market share, from 2018 to 2022.
(3) China K-12 Educational Game market competitive situation, revenue and market share, from 2018 to 2022.
(4) Global K-12 Educational Game segment by region (or country), key regions cover the United States, Europe, Japan, South Korea, Southeast Asia and India, etc.
(5) Global K-12 Educational Game segment by type and by application and regional segment by type and by application.
(6) K-12 Educational Game industry supply chain, upstream, midstream and downstream analysis.
Breaking Down Market Segments by Region: A Deep Dive Analysis
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia, Italy and Rest of Europe)
Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Australia and Rest of Asia-Pacific)
South America (Brazil, Rest of South America)
Middle East & Africa
Understanding Market Segments by Type: A Comparative Analysis
Cloud-Based
On-Premises
Market Segmentation by Application: Dividing Key Markets and Identifying Opportunities
Memory Skills
Counting Skills
Word Skills
Language Skills
Others
Understanding Market Segments by Key Players: Insights and Opportunities
Microsoft
Osmo
Nintendo
Designing Digitally
KDE Community
Banzai Labs
BrainQuake
Filament Games
Gameloft
iCivics
Schell Games
PlayGen
1 Market Overview
1.1 Product Overview and Scope of K-12 Educational Game
1.2 Global K-12 Educational Game Market Size and Forecast
1.3 China K-12 Educational Game Market Size and Forecast
1.4 China Market Percentage in Global
1.4.1 By Revenue, China K-12 Educational Game Share in Global Market, 2018-2029
1.4.2 K-12 Educational Game Market Size: China VS Global, 2018-2029
1.5 K-12 Educational Game Market Dynamics
1.5.1 K-12 Educational Game Market Drivers
1.5.2 K-12 Educational Game Market Restraints
1.5.3 K-12 Educational Game Industry Trends
1.5.4 K-12 Educational Game Industry Policy
2 Global Competitive Situation by Company
2.1 Global K-12 Educational Game Revenue by Company (2018-2023)
2.2 Global K-12 Educational Game Participants, Market Position (Tier 1, Tier 2 and Tier 3)
2.3 Global K-12 Educational Game Concentration Ratio
2.4 Global K-12 Educational Game Mergers & Acquisitions, Expansion Plans
2.5 Global K-12 Educational Game Manufacturers Product Type
3 China Competitive Situation by Company
3.1 China K-12 Educational Game Revenue by Company (2018-2023)
3.2 China K-12 Educational Game K-12 Educational Game Participants, Market Position (Tier 1, Tier 2 and Tier 3)
3.3 China K-12 Educational Game, Revenue Percentage of Local Players VS Foreign Manufacturers (2018-2023)
4 Industry Chain Analysis
4.1 K-12 Educational Game Industry Chain
4.2 K-12 Educational Game Upstream Analysis
4.3 K-12 Educational Game Midstream Analysis
4.4 K-12 Educational Game Downstream Analysis
5 Sights by Type
5.1 K-12 Educational Game Classification
5.1.1 Cloud-Based
5.1.2 On-Premises
5.2 By Type, Global K-12 Educational Game Market Size & CAGR, 2018 VS 2022 VS 2029
5.3 By Type, Global K-12 Educational Game Revenue, 2018-2029
6 Sights by Application
6.1 K-12 Educational Game Segment by Application
6.1.1 Memory Skills
6.1.2 Counting Skills
6.1.3 Word Skills
6.1.4 Language Skills
6.1.5 Others
6.2 By Application, Global K-12 Educational Game Market Size & CAGR, 2018 VS 2022 VS 2029
6.3 By Application, Global K-12 Educational Game Revenue, 2018-2029
7 Sales Sights by Region
7.1 By Region, Global K-12 Educational Game Market Size, 2018 VS 2022 VS 2029
7.2 By Region, Global K-12 Educational Game Market Size, 2018-2029
7.3 North America
7.3.1 North America K-12 Educational Game Market Size & Forecasts, 2018-2029
7.3.2 By Country, North America K-12 Educational Game Market Size Market Share
7.4 Europe
7.4.1 Europe K-12 Educational Game Market Size & Forecasts, 2018-2029
7.4.2 By Country, Europe K-12 Educational Game Market Size Market Share
7.5 Asia Pacific
7.5.1 Asia Pacific K-12 Educational Game Market Size & Forecasts, 2018-2029
7.5.2 By Country/Region, Asia Pacific K-12 Educational Game Market Size Market Share
7.6 South America
7.6.1 South America K-12 Educational Game Market Size & Forecasts, 2018-2029
7.6.2 By Country, South America K-12 Educational Game Market Size Market Share
7.7 Middle East & Africa
8 Sights by Country Level
8.1 By Country, Global K-12 Educational Game Market Size & CAGR,2018 VS 2022 VS 2029
8.2 By Country, Global K-12 Educational Game Market Size, 2018-2029
8.3 U.S.
8.3.1 U.S. K-12 Educational Game Market Size, 2018-2029
8.3.2 By Company, U.S. K-12 Educational Game Revenue Market Share, 2018-2023
8.3.3 By Type, U.S. K-12 Educational Game Revenue Market Share, 2022 VS 2029
8.3.4 By Application, U.S. K-12 Educational Game Revenue Market Share, 2022 VS 2029
8.4 Europe
8.4.1 Europe K-12 Educational Game Market Size, 2018-2029
8.4.2 By Company, Europe K-12 Educational Game Revenue Market Share, 2018-2023
8.4.3 By Type, Europe K-12 Educational Game Revenue Market Share, 2022 VS 2029
8.4.4 By Application, Europe K-12 Educational Game Revenue Market Share, 2022 VS 2029
8.5 China
8.5.1 China K-12 Educational Game Market Size, 2018-2029
8.5.2 By Company, China K-12 Educational Game Revenue Market Share, 2018-2023
8.5.3 By Type, China K-12 Educational Game Revenue Market Share, 2022 VS 2029
8.5.4 By Application, China K-12 Educational Game Revenue Market Share, 2022 VS 2029
8.6 Japan
8.6.1 Japan K-12 Educational Game Market Size, 2018-2029
8.6.2 By Company, Japan K-12 Educational Game Revenue Market Share, 2018-2023
8.6.3 By Type, Japan K-12 Educational Game Revenue Market Share, 2022 VS 2029
8.6.4 By Application, Japan K-12 Educational Game Revenue Market Share, 2022 VS 2029
8.7 South Korea
8.7.1 South Korea K-12 Educational Game Market Size, 2018-2029
8.7.2 By Company, South Korea K-12 Educational Game Revenue Market Share, 2018-2023
8.7.3 By Type, South Korea K-12 Educational Game Revenue Market Share, 2022 VS 2029
8.7.4 By Application, South Korea K-12 Educational Game Revenue Market Share, 2022 VS 2029
8.8 Southeast Asia
8.8.1 Southeast Asia K-12 Educational Game Market Size, 2018-2029
8.8.2 By Company, Southeast Asia K-12 Educational Game Revenue Market Share, 2018-2023
8.8.3 By Type, Southeast Asia K-12 Educational Game Revenue Market Share, 2022 VS 2029
8.8.4 By Application, Southeast Asia K-12 Educational Game Revenue Market Share, 2022 VS 2029
8.9 India
8.9.1 India K-12 Educational Game Market Size, 2018-2029
8.9.2 By Company, India K-12 Educational Game Revenue Market Share, 2018-2023
8.9.3 By Type, India K-12 Educational Game Revenue Market Share, 2022 VS 2029
8.9.4 By Application, India K-12 Educational Game Revenue Market Share, 2022 VS 2029
8.10 Middle East & Asia
8.10.1 Middle East & Asia K-12 Educational Game Market Size, 2018-2029
8.10.2 By Company, Middle East & Asia K-12 Educational Game Revenue Market Share, 2018-2023
8.10.3 By Type, Middle East & Asia K-12 Educational Game Revenue Market Share, 2022 VS 2029
8.10.4 By Application, Middle East & Asia K-12 Educational Game Revenue Market Share, 2022 VS 2029
9 Global Manufacturers Profile
9.1 Microsoft
9.1.1 Microsoft Company Information, Head Office, Market Area and Industry Position
9.1.2 Microsoft Company Profile and Main Business
9.1.3 Microsoft K-12 Educational Game Models, Specifications and Application
9.1.4 Microsoft K-12 Educational Game Revenue and Gross Margin, 2018-2023
9.1.5 Microsoft Recent Developments
9.2 Osmo
9.2.1 Osmo Company Information, Head Office, Market Area and Industry Position
9.2.2 Osmo Company Profile and Main Business
9.2.3 Osmo K-12 Educational Game Models, Specifications and Application
9.2.4 Osmo K-12 Educational Game Revenue and Gross Margin, 2018-2023
9.2.5 Osmo Recent Developments
9.3 Nintendo
9.3.1 Nintendo Company Information, Head Office, Market Area and Industry Position
9.3.2 Nintendo Company Profile and Main Business
9.3.3 Nintendo K-12 Educational Game Models, Specifications and Application
9.3.4 Nintendo K-12 Educational Game Revenue and Gross Margin, 2018-2023
9.3.5 Nintendo Recent Developments
9.4 Designing Digitally
9.4.1 Designing Digitally Company Information, Head Office, Market Area and Industry Position
9.4.2 Designing Digitally Company Profile and Main Business
9.4.3 Designing Digitally K-12 Educational Game Models, Specifications and Application
9.4.4 Designing Digitally K-12 Educational Game Revenue and Gross Margin, 2018-2023
9.4.5 Designing Digitally Recent Developments
9.5 KDE Community
9.5.1 KDE Community Company Information, Head Office, Market Area and Industry Position
9.5.2 KDE Community Company Profile and Main Business
9.5.3 KDE Community K-12 Educational Game Models, Specifications and Application
9.5.4 KDE Community K-12 Educational Game Revenue and Gross Margin, 2018-2023
9.5.5 KDE Community Recent Developments
9.6 Banzai Labs
9.6.1 Banzai Labs Company Information, Head Office, Market Area and Industry Position
9.6.2 Banzai Labs Company Profile and Main Business
9.6.3 Banzai Labs K-12 Educational Game Models, Specifications and Application
9.6.4 Banzai Labs K-12 Educational Game Revenue and Gross Margin, 2018-2023
9.6.5 Banzai Labs Recent Developments
9.7 BrainQuake
9.7.1 BrainQuake Company Information, Head Office, Market Area and Industry Position
9.7.2 BrainQuake Company Profile and Main Business
9.7.3 BrainQuake K-12 Educational Game Models, Specifications and Application
9.7.4 BrainQuake K-12 Educational Game Revenue and Gross Margin, 2018-2023
9.7.5 BrainQuake Recent Developments
9.8 Filament Games
9.8.1 Filament Games Company Information, Head Office, Market Area and Industry Position
9.8.2 Filament Games Company Profile and Main Business
9.8.3 Filament Games K-12 Educational Game Models, Specifications and Application
9.8.4 Filament Games K-12 Educational Game Revenue and Gross Margin, 2018-2023
9.8.5 Filament Games Recent Developments
9.9 Gameloft
9.9.1 Gameloft Company Information, Head Office, Market Area and Industry Position
9.9.2 Gameloft Company Profile and Main Business
9.9.3 Gameloft K-12 Educational Game Models, Specifications and Application
9.9.4 Gameloft K-12 Educational Game Revenue and Gross Margin, 2018-2023
9.9.5 Gameloft Recent Developments
9.10 iCivics
9.10.1 iCivics Company Information, Head Office, Market Area and Industry Position
9.10.2 iCivics Company Profile and Main Business
9.10.3 iCivics K-12 Educational Game Models, Specifications and Application
9.10.4 iCivics K-12 Educational Game Revenue and Gross Margin, 2018-2023
9.10.5 iCivics Recent Developments
9.11 Schell Games
9.11.1 Schell Games Company Information, Head Office, Market Area and Industry Position
9.11.2 Schell Games Company Profile and Main Business
9.11.3 Schell Games K-12 Educational Game Models, Specifications and Application
9.11.4 Schell Games K-12 Educational Game Revenue and Gross Margin, 2018-2023
9.11.5 Schell Games Recent Developments
9.12 PlayGen
9.12.1 PlayGen Company Information, Head Office, Market Area and Industry Position
9.12.2 PlayGen Company Profile and Main Business
9.12.3 PlayGen K-12 Educational Game Models, Specifications and Application
9.12.4 PlayGen K-12 Educational Game Revenue and Gross Margin, 2018-2023
9.12.5 PlayGen Recent Developments
10 Conclusion
11 Appendix
11.1 Research Methodology
11.2 Data Source
11.2.1 Secondary Sources
11.2.2 Primary Sources
11.3 Market Estimation Model
11.4 Disclaimer
Research Methodology:
K-12 Educational Game Market Size Estimation
To estimate market size and trends, we use a combination of top-down and bottom-up methods. This allows us to evaluate the market from various perspectives—by company, region, product type, and end users.
Our estimates are based on actual sales data, excluding any discounts. Segment breakdowns and market shares are calculated using weighted averages based on usage rates and average prices. Regional insights are determined by how widely a product or service is adopted in each area.
Key companies are identified through secondary sources like industry reports and company filings. We then verify revenue estimates and other key data points through primary research, including interviews with industry experts, company executives, and decision-makers.
We take into account all relevant factors that could influence the market and validate our findings with real-world input. Our final insights combine both qualitative and quantitative data to provide a well-rounded view. Please note, these estimates do not account for unexpected changes such as inflation, economic downturns, or policy shifts.
Data Source
Secondary Sources
This study draws on a wide range of secondary sources, including press releases, annual reports, non-profit organizations, industry associations, government agencies, and customs data. We also referred to reputable databases and directories such as Bloomberg, Wind Info, Hoovers, Factiva, Trading Economics, Statista, and others. Additional references include investor presentations, company filings (e.g., SEC), economic data, and documents from regulatory and industry bodies.
These sources were used to gather technical and market-focused insights, identify key players, analyze market segmentation and classification, and track major trends and developments across industries.
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Qualitative Analysis |
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Primary Sources
As part of our primary research, we interviewed a variety of stakeholders from both the supply and demand sides to gather valuable qualitative and quantitative insights.
On the supply side, we spoke with product manufacturers, competitors, industry experts, research institutions, distributors, traders, and raw material suppliers. On the demand side, we engaged with business leaders, marketing and sales heads, technology and innovation directors, supply chain executives, and end users across key organizations.
These conversations helped us better understand market segmentation, pricing, applications, leading players, supply chains, demand trends, industry outlook, and key market dynamics—including risks, opportunities, barriers, and strategic developments.
Key Data Information from Primary Sources
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Total Market |
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