Online Education Market to Record 11.11{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf} Y-O-Y Growth Rate in 2021|Growing Advantages of Online Learning to Boost Market |17000+ Technavio Reports

Online Education Market to Record 11.11{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf} Y-O-Y Growth Rate in 2021|Growing Advantages of Online Learning to Boost Market |17000+ Technavio Reports

Online Education Market: Growing advantages of online learning to drive growth

The key factor driving growth in the online education market is the growing advantages of online learning. Owing to the high cost and limited accessibility associated with traditional printed textbooks, educational institutions are increasingly focusing on online education. Vendors also provide audio-visual content and simulation learning platforms, which can be customized as per the school’s curriculum. The availability of various support solutions, such as learning management solution (LMS) and enterprise resource planning (ERP), as well as augmented reality (AR), virtual reality (VR), blended learning solutions, and student assessment software, has further played a major role in enhancing the demand for online education by various schools and universities. 

Online Education Market: Growing popularity of education apps to act as a major trend

The growing popularity of education apps is one of the key trends supporting the online education market share growth. Educational apps are witnessing significant traction in diverse learning experiences, such as teaching children with disabilities. With education apps, these children can access a range of content, using the built-in features of devices. There are also many apps in areas such as text-to-speech reading, dyslexia, ADHD, and autism. Institutions in the higher education segment use apps for activities such as assessments, the distribution of educational content, and the sharing of schedules. Furthermore, technological developments such as AR and VR have resulted in the evolution of numerous learning apps, especially for students pursuing education in subjects such as medical science and engineering, which require extensive practical learning. 

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Online Education Market: Segmentation Analysis

This market research report segments the online education market by Product (Primary and secondary supplemental education (PSSE), Reskilling and online certifications (ROC), Higher education, Test preparation, and Language and casual learning (LCL)), Type (Primary and secondary supplemental education (PSSE), Reskilling and online certifications (ROC), Higher education, Test preparation, and Language and casual learning (LCL)), and Geography (North America, APAC, Europe, South America, and MEA).

Technavio report provides an accurate prediction of the contribution of all the segments to the growth of the online education market size and actionable market insights on each segment.

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Online Education Market Scope

Report Coverage

Details

Page number

120

Base year

2020

Forecast period

2021-2025

Growth momentum & CAGR

Decelerate at a CAGR of 9.24{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf}

Market growth 2021-2025

USD 121.85 billion

Market structure

Fragmented

YoY growth ({e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf})

11.11

Regional analysis

North America, APAC, Europe, South America, and MEA

Performing market contribution

APAC at 37{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf}

Key consumer countries

US, China, Germany, UK, and France

Competitive landscape

Leading companies, competitive strategies, consumer engagement scope

Companies profiled

2U Inc., Ambow Education Holding Ltd., Coursera Inc., edX Inc., iTutorGroup, LinkedIn Corp., McGraw-Hill Education Inc., Pearson Plc, Udacity Inc., and Udemy Inc.

Market Dynamics

Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID-19 impact and future consumer dynamics, market condition analysis for the forecast period,

Customization purview

If our report has not included the data that you are looking for, you can reach out to our analysts and get segments customized.

Table of Content

Executive Summary

Market Landscape

  • Market ecosystem
  • Value chain analysis

Market Sizing

  • Market definition
  • Market segment analysis
  • Market size 2020
  • Market outlook: Forecast for 2020 – 2025

Five Forces Analysis

  • Bargaining power of buyers
  • Bargaining power of suppliers
  • Threat of new entrants
  • Threat of substitutes
  • Threat of rivalry
  • Market condition

Market Segmentation by Type

  • Market segments
  • Comparison by Type
  • Primary and secondary supplemental education (PSSE) – Market size and forecast 2020-2025
  • Reskilling and online certifications (ROC) – Market size and forecast 2020-2025
  • Higher education – Market size and forecast 2020-2025
  • Test preparation – Market size and forecast 2020-2025
  • Language and casual learning (LCL) – Market size and forecast 2020-2025
  • Market opportunity by Type

Customer landscape

Geographic Landscape

  • Geographic segmentation
  • Geographic comparison
  • North America – Market size and forecast 2020-2025
  • APAC – Market size and forecast 2020-2025
  • Europe – Market size and forecast 2020-2025
  • South America – Market size and forecast 2020-2025
  • MEA – Market size and forecast 2020-2025
  • Key leading countries
  • Market opportunity by geography
  • Market drivers
  • Market challenges
  • Market trends

Vendor Landscape

Vendor Analysis

  • Vendors covered
  • Market positioning of vendors
  • 2U Inc.
  • Ambow Education Holding Ltd.
  • Coursera Inc.
  • edX Inc.
  • iTutorGroup
  • LinkedIn Corp.
  • McGraw-Hill Education Inc.
  • Pearson Plc
  • Udacity Inc.
  • Udemy Inc.

Appendix

  • Scope of the report
  • Currency conversion rates for US$
  • Research methodology
  • List of abbreviations

About Technavio
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Educational Games Market to Witness Huge Growth by 2027

Educational Games Market to Witness Huge Growth by 2027

New Jersey, United States,- The investigate approach of this Academic Game titles Marketplace report is a combination of major investigate, secondary investigate and assessments by qualified panels. Secondary investigate includes marketplace-similar files as nicely as push releases, annual reports and analysis reports. Other resources to get precise facts on strategic enlargement possibilities in this market report are trade journals, marketplace journals, govt web-sites and associations. The most important exploration is made up of conducting telephone interviews with various marketplace industry experts as perfectly as sending questionnaires via e-mail (Email Interactions) and in some situations encounter-to-encounter get in touch with for a a lot more comprehensive and unbiased overview of this Educational Game titles Marketplace Report throughout a number of regions.

Moreover, it captures the adverse outcomes of COVID-19 virus on every single organization sector of the nations around the world. A few of other important things protected listed here are purchaser shopping for mindset, strategies followed by vital gamers, important developments, pricing composition and market share. Topographical observation of the market place is also carried out here on industry natural environment alongside with competitor specifics. This Educational Games industry report helps to make the proper financial investment in the merchandise start and get enormous earnings.

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Organization entrepreneurs need to be educated about the latest internet marketing setting. With this knowledge, business proprietors prosper. The Instructional Game titles marketplace maps the reactions of competition and enables business gamers to keep revolutionary and reduce enterprise dangers. This permits players to keep away from repetitive issues in the business. One particular of the simplest methods to operate a thriving small business is to get insightful information on sector development and understand extra about market place segmentation. Academic Games Industry report focuses on current market segmentation to make it possible for business house owners to evaluate development. The aggressive examination done listed here for the forecast time period 2022-2029 is of wonderful enable to assist the marketplace players to make pertinent variations for the launch of the new item. It can help in being familiar with important stats and the stage of level of competition in the sector.

Essential Players Outlined in the Academic Online games Sector Analysis Report:

Breakaway Ltd., Developing Digitally Inc., DIGINEXT, IBM Corporation, Finding out Nexus Ltd, Nintendo Co. Ltd., Advertising Computer software GmbH. 

Instructional Games Market Segmentation:  

World-wide Educational Games Sector, By Consumer Style

• Enterprises
• Shoppers

Worldwide Instructional Game titles Industry, By Software

• Advertising and marketing & Advertising
• Simulation Education
• Research & Planning
• Human resources

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Educational Video games Market Report Scope 

Characteristics Details
Believed 12 months 2022
Foundation Yr 2021
FORECAST Calendar year 2029
Historic 12 months 2020
Unit Value (USD Million/Billion)
SEGMENTS Coated Varieties, Applications, Finish-People, and extra.
REPORT Coverage Income Forecast, Enterprise Ranking, Competitive Landscape, Growth Factors, and Trends
BY Area North The united states, Europe, Asia Pacific, Latin America, Middle East and Africa
CUSTOMIZATION SCOPE Cost-free report customization (equal up to 4 analysts functioning times) with invest in. Addition or alteration to place, regional & segment scope.

Pinpointing the pulse of the market place gets to be simple by means of this in-element Instructional Online games industry evaluation. Essential players can locate all competitive facts and market place sizing of main regions like North America, Europe, Latin America, Asia-Pacific and Middle East. As portion of the aggressive examination, specific procedures are profiled which are pursued by important gamers this sort of as mergers, collaborations, acquisitions and new item launches. These methods will drastically assistance industry players to reinforce their market place and grow their company.

Critical thoughts answered in the report: 

1. Which are the five top players of the Academic Games market?

2. How will the Educational Game titles industry alter in the future 5 many years?

3. Which product and software will just take a lion’s share of the Instructional Video games marketplace?

4. What are the motorists and restraints of the Academic Game titles current market?

5. Which regional market will clearly show the highest progress?

6. What will be the CAGR and size of the Academic Game titles industry throughout the forecast interval?

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Educational Games Market to Witness Growth Acceleration | LeapFrog Enterprises, Scholastic, The Learning Company

Educational Games Market to Witness Growth Acceleration | LeapFrog Enterprises, Scholastic, The Learning Company

Educational video games are online games that are explicitly created for instructional needs, or that have secondary or secondary educational worth. The online games are interactive game titles that instruct plans, principles, adaptation, challenge fixing, conversation, all represented as a tale. The primary variables driving the advancement of the industry are the growing wants for consumer engagement throughout firms, the advancement in the use of mobile-centered educational game titles, and the progress in studying results.

The World Academic Game titles Market is expected to increase at a important CAGR of 38{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf} by 2028.

The Academic Games Industry exploration report provides a extensive and complete investigation of the international Industry. It incorporates quantitative and qualitative data on the whole industry composition. This Academic Game titles Market place investigate report offers an overview of the sector primarily based on segmentation, allowing the client to easily comprehend the industry. In the course of the forecast interval of 2022 to 2028, the markets are believed to increase at a rapid speed. It presents impartial details about the Assistance Marketplace, enabling the shopper to make knowledgeable choices that will assist them achieve significant organization objectives.

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The top firms in this report include:

LeapFrog Enterprises, Scholastic, The Mastering Firm, Neusoft, Wisedu, Jucheng, Kingsun, Hongen, Guangdong Dongtian Electronic Technological innovation, Zhengfang Application, Kingosoft, Beijing China Education and learning Star Know-how, IntelHouse Technological innovation

The report incorporates seller details, as nicely as the market’s aggressive state of affairs. It offers info on the report’s leading distributors in the industry, as very well as their expansion things and business enterprise strategies. The World Educational Online games marketplace is predicted to sign-up a notable growth with a excellent CAGR throughout the critique time period owing to the greatest industry value in 2021.

Global Academic Online games Market Segmentation:

Current market Segmentation: By Form

K-12 Instructional Sport
College Education Recreation
Adult Training Recreation
Elderly Education Match

Current market Segmentation: By Software

Excellent-oriented Education and learning
Evaluation-oriented Instruction

Scope of the report:

Other significant aspects examined in this exploration consist of desire and supply dynamics, industrial procedures, import and export prospective customers, R&D improvement functions, and charge constructions. In addition, this report estimates consumption demand and source details, cost of manufacturing, gross financial gain margins, and product or service product sales rates.

The report’s conclusion segment concentrates on the market’s current aggressive investigation. We’ve bundled some sector and customer-specific information. All the foremost producers in this exploration are concentrated on rising their operations in new parts.

COVID-19 Effect Examination:

This Academic Online games Sector investigation study provides a complete overview of the marketplace. To start out, it gives an overview of the sector, like current market sizing, share, expansion, and dynamics. Afterwards, it reveals definition, a evaluate of important industry developments, a thorough intense evaluation, and a budgetary investigation. The investigation handles equally present and future market disorders.

Classifying the Sector into many Regions:

The world-wide Instructional Video games market has been spread throughout North The united states, Europe, Asia-Pacific, the Center East and Africa, and the rest of the entire world.

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This report provides in depth research of World-wide Academic Video games Market place applying SWOT (Strength, Weakness, Alternatives and Menace) analysis to the group. The Instructional Online games Industry report also provides an in-depth survey of essential gamers in the current market which is based mostly on the many goals of an corporation such as profiling, the product outline, the amount of output, necessary raw materials, and the money wellbeing of the business.

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The game-based learning market size is expected to grow from USD 11.0 billion in 2021 to USD 29.7 billion by 2026, at a Compound Annual Growth Rate (CAGR) of 21.9{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf}

The game-based learning market size is expected to grow from USD 11.0 billion in 2021 to USD 29.7 billion by 2026, at a Compound Annual Growth Rate (CAGR) of 21.9{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf}

for the duration of the forecast interval. Sport-dependent understanding current market is promptly attaining acceptance around the globe by educational institutions, schools, establishments, corporates. It assists to engage learners, motivate them are offer feedbacks.

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The service phase is expected to expand at a greater level for the duration of the forecast time period
Provider suppliers supply continuous aid and upkeep sessions to end users, as and when wanted, to solve business complexities.They also support businesses by encouraging them achieve the knowledge required for functioning the freshly adopted resolution.

With help and maintenance expert services, people get a extensive notion about systematic treatments connected to the deployed option.Service sellers provide on the web, as nicely as onsite assistance and routine maintenance, to people so that they can use the deployed answer in a improved way.

Help companies are important, as they instantly offer with shopper troubles, which, in turn, impacts customer fulfillment.

The AI-primarily based game titles section is expected to develop at a bigger level
3D animation is an automated real-time deep finding out strategy. Corporations this sort of as Walmart, Agco, Bosch, and Boeing are currently working with AR for corporate coaching. Only gamification or eLearning does not generate engagement. AR is a attribute that aids with the precise training. AR suits perfectly into state of affairs-primarily based education, it talks to staff, interacts with shoppers, and understands the social encompassing. The Apple ARKit applied by AR and VR builders has currently yielded some incredible final results. Apple’s ARKit 3 is an AR developer friendly software program to make amazing AR-primarily based content material with relative relieve. KFC has developed and staff instruction plan with VR simulator.
Among the enterprises, the customer good and retail phase is envisioned to grow at the maximum price all through the forecast period The powerful competitiveness in Fast-Relocating Buyer Products (FMCG), eCommerce, and retail has led to the growth of the buyer products and retails vertical of the match-centered mastering current market.There is a increasing desire for new, increased, and custom-made solutions from buyers for superior client experience.

The suppliers operate in a sophisticated marketplace pushed by technological developments, escalating opposition, manufacturer distinction, price tag pressure, dynamic regulatory environment, and modifying shopper desire.Suppliers have grow to be far more consumer-centric Suppliers will need to forge shopper relations by offering highly developed and much more top-quality companies, a distinguished variety of products, together with a lot more satisfying invest in ordeals, via various channels.

This has greater the workload of staff as they have to preserve themselves up-to-date with each and every new solution that buyer requires.This vertical is anticipated to mature at the maximum growth charge for the duration of the forecast period of time and big companies are adopting video game-primarily based understanding resolution.

For occasion, Coca-Cola experienced made use of a videogame to train hundreds of distributors and provide progressive, helpful, and different teaching.

North America to dominate the recreation-based studying market in 2021
The North American location has been a predominately receptive current market toward the adoption of match-dependent discovering solution.There has been an expansive utilization of the world wide web to connect with numerous channel associates and customers among enterprises.

The large adoption of consumer-based solution and enterprise-primarily based resolution are driving the sport-dependent finding out marketplace in North America.Furthermore, in this region, nations these types of as the US and Canada are adopting video game-based mastering solution to enrich their marketing and advertising things to do.

In addition, the growing need for recreation-based mastering answer between enterprises because of to its low implementation cost has served the match-based discovering current market to increase at a considerable tempo. The game-primarily based mastering sector in North The usa is contributing a large part of profits as in comparison to the other regions.
In the course of action of figuring out and verifying the marketplace dimension for quite a few segments and subsegments gathered by means of secondary investigation, extensive most important interviews were being executed with the important people.

The breakup of the profiles of the primary participants is as follows:
• By Business Variety: Tier I: 32{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf}, Tier II: 35{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf}, and Tier III: 33{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf}
• By Designation: C-Amount: 27{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf}, D-Level: 37{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf}, and Others:36{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf}
• By Area: North The us: 42{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf}, Europe: 23{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf}, APAC: 19{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf}, Row: 16{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf}

The report profiles the subsequent important distributors:
Kahoot (Norway) Frontier Developments (British isles), Minecraft (Sweden), Spin Learn (Canada), Bublar Team (Sweden), BreakAway games (US), Gamelearn (Spain), Recurrence (US), Schell Online games (US), Stratbeans (India), Tangible Participate in (US), Simulearn (US), Playgen (Uk), Raptivity (US), Banzai Labs (US), Cognitive Toybox (US), Fundamentor (India), Idnusgeeks (India), Kuato Studios (British isles), Monkimun (US), Intelligent Lumies (US), G-Cube (India), Hornbill Forex (India), Infinite Goals (Poland), Layup (Sri Lanka), MLevel (US), Quodeck (India), Threatgen (US), Gametize (Singapore), Sweetrush (US), Kidoz, (US) and VR Instruction Holdings (Ireland).

Investigation Coverage
The sport-dependent mastering current market is segmented by part, video game type, enhancement method, finish-user, and area.By ingredient, the activity-dependent mastering market has been sub-segmented into answer and companies.

By video game style, the industry has been sub-segmented into AR VR video games AI-centered online games place-primarily based game titles assessment and analysis game titles schooling, know-how, and skill-based mostly games language understanding games and some others, which contain job-based online games and childhood discovering games.By deployment mode the market has been segmented into cloud and on-premises.

By close person the sector is segmented into buyer, instruction, government, enterprises.Enterprises is sub segmented into BFSI, manufacturing, health care and lifesciences, IT and telecom, shopper items and retail, other individuals.

Some others consist of electricity and utilities,media and leisure, transportation and logistics. By location the market place is segmented into North The us, Europe, APAC, MEA and Latin The us.

Vital Added benefits of Acquiring the Report
The report will help the market place leaders/new entrants in the recreation-based understanding marketplace with information on the closest approximations of the profits figures for the all round match-centered mastering market and the subsegments.The report will enable stakeholders understand the competitive landscape and gain much more insights to far better position their organizations and to approach suitable go-to-market place strategies.

The report also aids stakeholders have an understanding of the pulse of the industry and offers them with facts on critical marketplace drivers, restraints, worries, and possibilities.
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$81,295.2 million Growth in Learning and Educational Toys Market | Increasing Demand for toys and games Boost the Growth

,295.2 million Growth in Learning and Educational Toys Market | Increasing Demand for toys and games Boost the Growth
Learning and Educational Toys Market

Learning and Educational Toys Market

Increase in number of games bars, cafes, and family entertainment centers worldwide is boosting the demand for toys and games

PORTLAND, 5933 NE WIN SIVERS DRIVE, #205, OR 97220, UNITED STATE, January 21, 2022 /EINPresswire.com/ — Global opportunity Market analysis and industry forecast, 2021–2030

According to a new report published by Allied Market Research, titled, “learning and educational toys market by product type, age group, sales channels and region: global opportunity analysis and industry forecast, 2021–2030,” The global learning and educational toys market was valued at $49,973.1 million in 2020, and is projected to reach $81,295.2 million by 2030, registering a CAGR of 5.1{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf} from 2021 to 2030.

The increase in number of games bars, cafes, and family entertainment centers worldwide is boosting the demand for toys and games. These family entertainment centers, game bars, and cafes are witnessing high traction and gained remarkable popularity across the world in the course of recent years. The quick expansion of games in cafes is encouraging children as well as adults to learn new games along with connecting each other for meaningful social interactions. In the U.S., over 5,000 board games cafes were inaugurated in 2016. Furthermore, there were over 700 gaming cafes in China and in 2017, an addition of about 60 gaming cafes were opened in Beijing alone. The increase in number of these cafes and entertainment centers that cater to both kids and adults helps generate high revenues for the players operating in the global learning and educational toys market.

Engaged players in the industry are striving to make more environment-conscious decisions about their product portfolio, especially in terms of toys packaging. The players are focusing on minimalistic usage of plastic in their products. A plethora of initiatives have been launched in the past few years ranging from adopting recycled packaging materials and minimal packaging to adopting bio-based plastics instead of their petroleum counterpart. For instance, MGA Entertainment introduced a new biodegradable ball as a new product offering in its L.O.L Surprise! Doll line. Furthermore, it also introduced a new product line from Little Tikes using blend of recycled resins as raw material. Another company, Safari Ltd. is offering BioBuddi line of toy blocks, much like Mega Bloks and Lego, which uses sugarcane in the production and manufacturing of toys. Such practices adopted by the players pave the way for more sustainable and environment-friendly products in the future.

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Lucrative growth opportunities for market players :-

The market in the Asia-Pacific region offers lucrative growth opportunities for market players. Large consumer base along with rising disposable income of consumers provides lucrative opportunities for the market players. This region offers potential opportunities to market players for launching educational and learning toys.

The outbreak of coronavirus has negatively impacted the learning and educational toys :-

The COVID-19 pandemic has not only hampered the production facilities, but has also disrupted the supply chains such as material suppliers and distributors of the learning and educational toys market globally, resulting in the loss of the business in terms of value sales. The global learning and educational learning and educational toys industry has been impacted profoundly amidst the outbreak of the coronavirus. The outbreak was first witnessed in China resulting in lockdown and ceasing of production activities across the world. The demand for toys and games is expected to slightly taper across the world, owing to supply chain disruptions and closure of playgroup schools, kids play centers, & entertainment across the world.

The learning and educational toys market is segmented into product type, age group, sales channel, and region.

By product type, the global market is classified into action figures, building sets, dolls, games and puzzles, sports & outdoor toys, plush, and others.

By age group, it is studied across upto 5 years, 5 to 10 years, and above 10 years.

By sales channel, the market is divided into hypermarket/supermarket, specialty stores, departmental stores, online channels, and others.

By region, the market is analyzed across North America, Europe, Asia-Pacific, and LAMEA.

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Some of the key players in the learning and educational toys market analysis includes :-

Atlas Games
Clementoni S.p.A.
Goliath Games
Hasbro, Inc.
The LEGO Group
Mattel, Inc.
Ravensburger AG
Tomy Company, Ltd
Vtech Holdings
Thames & Kosmos.

TABLE OF CONTENT :-
CHAPTER 1:INTRODUCTION

1.1.Report description
1.2.Key benefits for stakeholders
1.3.Key market segments
1.4.Research methodology

1.4.1.Primary research
1.4.2.Secondary research
1.4.3.Analyst tools and models

CHAPTER 2:EXECUTIVE SUMMARY

2.1.Key findings

2.1.1.Top impacting factors
2.1.2.Top investment pockets

2.2.CXO perspective

CHAPTER 3:MARKET OVERVIEW

3.1.Market definition and scope
3.2.Porter’s five forces analysis

3.2.1.Bargaining power of suppliers
3.2.2.Bargaining power of buyers
3.2.3.Threat of substitution
3.2.4.Threat of new entrants
3.2.5.Intensity of competitive rivalry

3.3.Market dynamics

3.3.1.Drivers

3.3.1.1.Emergence of games in bars and cafes providing impetus to the market
3.3.1.2.Growth in demand from children and young population
3.3.1.3.Reduction of carbon footprints and environment-friendly initiatives to augment market growth

3.3.2.Restraints

3.3.2.1.Tariff duties to restrict market expansion
3.3.2.2.Growth in digitalization and widespread penetration of smartphones hampering the learning and educational toys industry

3.3.3.Opportunities

3.3.3.1.Rapid Growth of online retail platform
3.3.3.2.Untapped opportunities in developing markets

3.4.Expenditure analysis
3.5.Supply chain analysis
3.6.Impact of COVID-19

3.6.1.Overview
3.6.2.Post COVID-19 supply chain dynamics

3.7.Regulatory guidelines/global economic environment on the industry

3.7.1.Product regulations

3.7.1.1.U.S. regulations:
3.7.1.2.European regulations:
3.7.1.3.Chinese regulations:

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K-12 Game-based Learning Market to grow at a CAGR of 20.63{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf} by 2025 | Surging Investments from Venture Capitalists to Boost Growth

K-12 Game-based Learning Market to grow at a CAGR of 20.63{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf} by 2025 | Surging Investments from Venture Capitalists to Boost Growth

K-12 Game-based Learning Market 2021-2025: Scope

Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources. Our K-12 game-based learning market report covers the following areas:

K-12 Game-based Learning Market 2021-2025: Vendor Analysis

The market is fragmented, and the degree of fragmentation will accelerate during the forecast period. A Medium Corp., Banzai Labs Inc., Cognitive ToyBox Inc., Filament Games, Infinite Dreams Inc., Microsoft Corp., MONKIMUN Inc., Schell Games LLC., Smart Lumies Inc., and WayForward Technologies Inc. are some of the major market participants.

K-12 Game-based Learning Market 2021-2025: Drivers & Challenges

The surging investments from venture capitalists and the evolving teaching methodologies will offer immense growth opportunities for the K-12 game-based learning market. However, the high set-up costs will challenge the growth of the market participants. To make the most of the opportunities, market vendors should focus more on the growth prospects in the fast-growing segments, while maintaining their positions in the slow-growing segments.

K-12 Game-based Learning Market 2021-2025: Segmentation

  • Product
    • Subject-specific Games
    • Language Learning Games
    • Others
  • Market Landscape
    • Middle School Level
    • High School Level
    • Elementary School Level
  • Geography
    • North America
    • Europe
    • APAC
    • South America
    • MEA

K-12 Game-based Learning Market 2021-2025: Revenue Generating Segment

The K-12 game-based learning market share growth by the subject-specific games segment has been significant. Technavio report provides an accurate prediction of the contribution of all the segments to the growth of the K-12 game-based learning market size

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K-12 Game-based Learning Market 2021-2025: Key Highlights

  • CAGR of the market during the forecast period 2021-2025
  • Detailed information on factors that will assist k-12 game-based learning market growth during the next five years
  • Estimation of the k-12 game-based learning market size and its contribution to the parent market
  • Predictions on upcoming trends and changes in consumer behavior
  • The growth of the k-12 game-based learning market
  • Analysis of the market’s competitive landscape and detailed information on vendors
  • Comprehensive details of factors that will challenge the growth of k-12 game-based learning market vendors

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Corporate Game-Based Learning Market  –The corporate game-based learning market size has the potential to grow by USD 73.90 million during 2020-2024, and the market’s growth momentum will accelerate at a CAGR of 6.46{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf}. Download a free sample now!

K-12 Blended E-Learning Market –The K-12 blended e-learning market has the potential to grow by USD 19.59 billion during 2021-2025, and the market’s growth momentum will accelerate at a CAGR of 17.52{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf}. Download a free sample now!

K-12 Game-based Learning Market Scope

Report Coverage

Details

Page number

120

Base year

2020

Forecast period

2021-2025

Growth momentum & CAGR

Accelerate at a CAGR of 20.63{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf}

Market growth 2021-2025

USD 9.03 billion

Market structure

Fragmented

YoY growth ({e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf})

18.40

Regional analysis

North America, Europe, APAC, South America, and MEA

Performing market contribution

North America at 37{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf}

Key consumer countries

US, China, UK, Canada, and Germany

Competitive landscape

Leading companies, competitive strategies, consumer engagement scope

Companies profiled

A Medium Corp., Banzai Labs Inc., Cognitive ToyBox Inc., Filament Games, Infinite Dreams Inc., Microsoft Corp., MONKIMUN Inc., Schell Games LLC., Smart Lumies Inc., and WayForward Technologies Inc.

Market Dynamics

Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID-19 impact and future consumer dynamics, market condition analysis for the forecast period

Customization purview

If our report has not included the data that you are looking for, you can reach out to our analysts and get segments customized.

About Us

Technavio is a leading global technology research and advisory company. Their research and analysis focus on emerging market trends and provide actionable insights to help businesses identify market opportunities and develop effective strategies to optimize their market positions. With over 500 specialized analysts, Technavio’s report library consists of more than 17,000 reports and counting, covering 800 technologies, spanning across 50 countries. Their client base consists of enterprises of all sizes, including more than 100 Fortune 500 companies. This growing client base relies on Technavio’s comprehensive coverage, extensive research, and actionable market insights to identify opportunities in existing and potential markets and assess their competitive positions within changing market scenarios.

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