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
Methodology/Research Approach
This research study involved the extensive usage of both primary and secondary data sources. The research process involved the study of various factors affecting the industry, including the government policy, market environment, competitive landscape, historical data, present trends in the market, technological innovation, upcoming technologies and the technical progress in related industry, and market risks, opportunities, market barriers and challenges. The following illustrative figure shows the market research methodology applied in this report.Research Programs/Design
Historical Data (2015-2019) |
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Influencing Factors |
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Market Forecast (2021-2026) |
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Market Size Estimation
Top-down and bottom-up approaches are used to validate the global Voluntary Carbon Offset market size market and estimate the market size for Company, regions segments, product segments and Application (end users).
The market estimations in this report are based on the marketed sale price of Voluntary Carbon Offset (excluding any discounts provided by the player, distributor, wholesaler or traders). The percentage splits, market share, and breakdowns of the product segments are derived on the basis of weights assigned to each of the segments on the basis of their utilization rate and average sale price. The regional splits of the overall Voluntary Carbon Offset market and its sub-segments are based on the percentage adoption or utilization of the given product in the respective region or country.
Major Company in the market is identified through secondary research and their market revenues determined through primary and secondary research. Secondary research included the research of the annual and financial reports of the top Company; whereas, primary research included extensive interviews of key opinion leaders and industry experts such as experienced front-line staff, directors, CEOs and marketing executives. The percentage splits, market share, Growth Rate and breakdowns of the product markets are determined through using secondary sources and verified through the primary sources.
All possible factors that influence the markets included in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data. The market size for top-level markets and sub-segments is normalized, and the effect of inflation, economic downturns, and regulatory & policy changes or other factors are not accounted for in the market forecast. This data is combined and added with detailed inputs and analysis from Market Intellix and presented in this report
The following figure shows an illustrative representation of the overall market size estimation process used for this study.
Market Breakdown and Data Triangulation
After complete market engineering with calculations for market statistics; market size estimations; market forecasting; market breakdown; and data triangulation, extensive primary research was conducted to gather information and verify and validate the critical numbers arrived at. In the complete market engineering process, both top-down and bottom-up approaches were extensively used, along with several data triangulation methods, to perform market estimation and market forecasting for the overall market segments and sub-segments listed in this report. Extensive qualitative and further quantitative analysis is also done from all the numbers arrived at in the complete market engineering process to list key information throughout the report.
Data Source
Secondary Sources
Secondary sources include such as press releases, annual reports, non-profit organizations, industry associations, governmental agencies and customs data, etc. This research study involves the usage of widespread secondary sources, directories, databases such as Bloomberg Business, Wind Info, Hoovers, Factiva (Dow Jones & Company), and TRADING ECONOMICS, and News Network, statista, Federal Reserve Economic Data, annual reports, BIS Statistics, ICIS; company house documents; CAS(American Chemical Society); investor presentations; and SEC filings of companies. Secondary research was used to identify and collect information useful for the extensive, technical, market-oriented, and Hospitals study of the Voluntary Carbon Offset market. It was also used to obtain important information about the top companies, market classification and segmentation according to industry trends to the bottom-most level, and key developments related to market and technology perspectives.
Market Size |
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Qualitative Analysis |
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Primary Sources
In the primary research process, various sources from both the supply and demand sides were interviewed to obtain qualitative and quantitative information for this report. The primary sources from the supply side include product Company (and their competitors), opinion leaders, industry experts, research institutions, distributors, dealer and traders, as well as the raw materials suppliers and producers, etc.
The primary sources from the demand side include industry experts such as business leaders, marketing and sales directors, technology and innovation directors, supply chain executive, end use (product buyers), and related key executives from various key companies and organizations operating in the global market.
Primary research was conducted to identify segmentation Type, product price range, product Application, key Company, raw materials supply and the downstream demand, industry status and outlook, and key market dynamics such as risks, influence factors, opportunities, market barriers, industry trends, and key player strategies.
Key Executives Interviewed
Key Data Information from Primary Sources
Primary Sources | Parameters | Key Data |
Market Segments(by Application, by Type) |
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Total Market |
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