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.
By country, China accounted for percent of the global market last year and China’s market share increased from percent to percent. 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.
By segment, Memory Skills grew percent to account for percent of the total market sales, and Counting Skills grew percent.
This report studies and analyses global K-12 Educational Game status and future trends, to help determine the K-12 Educational Game market size of the total market opportunity by Type, by Application, by company, and by region & country. This report is a detailed and comprehensive analysis of the world market for K-12 Educational Game, and provides market size (US$ million) and Year-over-Year growth, considering 2022 as the base year.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
To assess the competitive environment within the market including supplier revenue, market share, and company profiles.
Highlights
(1) Global K-12 Educational Game market size, history data 2018-2023, and forecast data 2024-2029, (US$ million)
(2) Global K-12 Educational Game by company, revenue, market share and industry ranking 2018-2023, (US$ million)
(3) China K-12 Educational Game by company, revenue, market share and industry ranking 2018-2023, (US$ million)
(4) Global K-12 Educational Game key consuming regions, consumption value and demand structure
(5) K-12 Educational Game industry chains, upstream, midstream and downstream
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
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
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
Uncovering Market Potential: What Our Report Includes
Chapter 1: to describe K-12 Educational Game product scope, global consumption value, China consumption value, development opportunities, challenges, trends, and policies.
Chapter 2: Global K-12 Educational Game market share and ranking of major manufacturers, revenue, 2018-2023
Chapter 3: China K-12 Educational Game market share and ranking of major manufacturers, revenue, 2018-2023
Chapter 4: K-12 Educational Game industry chain, upstream, medium-stream, and downstream.
Chapter 5: Segment by Type, consumption value, percent & CAGR, 2018-2029
Chapter 6: Segment by Application, consumption value, percent & CAGR, 2018-2029
Chapter 7: Segment in regional level, consumption value, percent & CAGR, 2018-2029
Chapter 8: Segment in country level, consumption value, percent & CAGR, 2018-2029
Chapter 9: Company profile, introducing the basic situation of the main companies in the market in detail, including product specifications, application, recent development, revenue, gross margin.
Chapter 10: Conclusions
1 Market Overview
1.1 K-12 Educational Game Definition
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 Percentage in Global Market
1.5 K-12 Educational Game Market Size: China VS Global Growth Rate, 2018-2029
1.6 K-12 Educational Game Market Dynamics
1.6.1 K-12 Educational Game Market Drivers
1.6.2 K-12 Educational Game Market Restraints
1.6.3 K-12 Educational Game Industry Trends
1.6.4 K-12 Educational Game Industry Policy
2 Global Leading Players and Market Share
2.1 By Revenue of K-12 Educational Game, Global Market Share 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 Major Companies Product Type
2.6 Head Office and K-12 Educational Game Production Site of Key Manufacturer
3 China Leading Players, Market Share and Ranking
3.1 By Revenue of K-12 Educational Game, China Market Share by Company, 2018-2023
3.2 China K-12 Educational Game Participants, Market Position (Tier 1, Tier 2, and Tier 3)
4 Industry Chain Analysis
4.1 K-12 Educational Game Industry Chain
4.2 K-12 Educational Game Upstream Analysis
4.2.1 K-12 Educational Game Core Raw Materials
4.2.2 Main Manufacturers of K-12 Educational Game Core Raw Materials
4.3 Midstream Analysis
4.4 Downstream Analysis
4.5 K-12 Educational Game Production Mode
4.6 K-12 Educational Game Procurement Model
4.7 K-12 Educational Game Industry Sales Model and Sales Channels
4.7.1 K-12 Educational Game Sales Model
4.7.2 K-12 Educational Game Typical Distributors
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 Consumption Value & CAGR, 2018 VS 2022 VS 2029
5.3 By Type, Global K-12 Educational Game Consumption Value, 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 Consumption Value & CAGR, 2018 VS 2022 VS 2029
6.3 By Application, Global K-12 Educational Game Consumption Value, 2018-2029
7 Sales Sights by Region
7.1 By Region, Global K-12 Educational Game Consumption Value, 2018 VS 2022 VS 2029
7.2 By Region, Global K-12 Educational Game Consumption Value, 2018-2029
7.3 North America
7.3.1 North America K-12 Educational Game & 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 Sales 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 Consumption Value, 2018-2029
8.3 U.S.
8.3.1 U.S. K-12 Educational Game Market Size, 2018-2029
8.3.2 By Type, U.S. K-12 Educational Game Consumption Value Market Share, 2022 VS 2029
8.3.3 By Application, U.S. K-12 Educational Game Consumption Value Market Share, 2022 VS 2029
8.4 Europe
8.4.1 Europe K-12 Educational Game Market Size, 2018-2029
8.4.2 By Type, Europe K-12 Educational Game Consumption Value Market Share, 2022 VS 2029
8.4.3 By Application, Europe K-12 Educational Game Consumption Value Market Share, 2022 VS 2029
8.5 China
8.5.1 China K-12 Educational Game Market Size, 2018-2029
8.5.2 By Type, China K-12 Educational Game Consumption Value Market Share, 2022 VS 2029
8.5.3 By Application, China K-12 Educational Game Consumption Value Market Share, 2022 VS 2029
8.6 Japan
8.6.1 Japan K-12 Educational Game Market Size, 2018-2029
8.6.2 By Type, Japan K-12 Educational Game Consumption Value Market Share, 2022 VS 2029
8.6.3 By Application, Japan K-12 Educational Game Consumption Value 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 Type, South Korea K-12 Educational Game Consumption Value Market Share, 2022 VS 2029
8.7.3 By Application, South Korea K-12 Educational Game Consumption Value 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 Type, Southeast Asia K-12 Educational Game Consumption Value Market Share, 2022 VS 2029
8.8.3 By Application, Southeast Asia K-12 Educational Game Consumption Value Market Share, 2022 VS 2029
8.9 India
8.9.1 India K-12 Educational Game Market Size, 2018-2029
8.9.2 By Type, India K-12 Educational Game Consumption Value Market Share, 2022 VS 2029
8.9.3 By Application, India K-12 Educational Game Consumption Value Market Share, 2022 VS 2029
8.10 Middle East & Africa
8.10.1 Middle East & Africa K-12 Educational Game Market Size, 2018-2029
8.10.2 By Type, Middle East & Africa K-12 Educational Game Consumption Value Market Share, 2022 VS 2029
8.10.3 By Application, Middle East & Africa K-12 Educational Game Consumption Value Market Share, 2022 VS 2029
9 Company 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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