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    Online Gaming Edutainment Market

    ID: MRFR/ICT/29497-HCR
    100 Pages
    Aarti Dhapte
    October 2025

    Online Gaming Edutainment Market Research Report By Age (Under 18, 18-24, 25-34, 35-44, 45 and Above), By Revenue Model (Subscription-Based, In-App Purchases, Freemium, Advertising-Supported), By Platform (PC, Console, Mobile, VR/AR), By Type of Game (Action-Adventure, Role-Playing, First-Person Shooter, Strategy, Simulation), By Educational Focus (STEM, Language Learning, History, Arts and Culture, Soft Skills) and By Regional (North America, Europe, South America, Asia Pacific, Middle East and Africa) - Forecast to 2035

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    Online Gaming Edutainment Market Infographic
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    Online Gaming Edutainment Market Summary

    The Global Online Gaming Edutainment Market is projected to grow significantly from 3.73 USD Billion in 2024 to 17.24 USD Billion by 2035.

    Key Market Trends & Highlights

    Online Gaming Edutainment Key Trends and Highlights

    • The market is expected to experience a compound annual growth rate (CAGR) of 14.92% from 2025 to 2035.
    • By 2035, the market valuation is anticipated to reach 15.0 USD Billion, indicating robust growth potential.
    • in 2024, the market is valued at 3.73 USD Billion, reflecting a strong foundation for future expansion.
    • Growing adoption of interactive learning technologies due to increasing demand for engaging educational content is a major market driver.

    Market Size & Forecast

    2024 Market Size 3.73 (USD Billion)
    2035 Market Size 17.24 (USD Billion)
    CAGR (2025-2035) 14.92%

    Major Players

    Kahoot!, Blooket, Quizizz, Microsoft Azure Spatial Anchors, Niantic, Leap Motion, Tilt Five, Amazon Sumerian, Minecraft Education Edition, Epic Games, Spatial, Unity, Varjo, Roblox, Owlchemy Labs, Meta Immersive Learning, Google Classroom

    Online Gaming Edutainment Market Trends

    The Online Gaming Edutainment market is witnessing a surge in demand as technology advancements blur the lines between education and entertainment. Key market drivers include the proliferation of mobile devices, the rise of cloud gaming, and the growing popularity of e-sports.Opportunities in this market lie in the development of immersive and interactive learning experiences that utilize virtual reality and augmented reality technologies. Furthermore, the integration of artificial intelligence can enhance personalization and tailor content to individual needs.Recent trends in the Online Gaming Edutainment market include the adoption of gamification techniques in educational settings to enhance engagement and motivation.

    Additionally, the convergence of gaming and education is fostering the creation of blended learning models that combine traditional methods with interactive gaming elements.

    Source: Primary Research, Secondary Research, Market Research Future Database and Analyst Review

    The integration of educational content within online gaming platforms appears to enhance cognitive skills and engagement among learners, suggesting a transformative potential for the future of education.

    U.S. Department of Education

    Online Gaming Edutainment Market Drivers

    Diverse Content Offerings

    The Global Online Gaming Edutainment Market Industry benefits from a diverse range of content offerings that cater to various learning styles and preferences. This diversity allows platforms to appeal to a broader audience, including children, teenagers, and even adults seeking to enhance their skills. Educational games that cover subjects such as mathematics, science, and language arts are increasingly available, providing users with tailored learning experiences. The ability to access a wide array of content not only enhances user engagement but also fosters a culture of lifelong learning. As the demand for varied educational content grows, the market is expected to thrive.

    Market Growth Projections

    The Global Online Gaming Edutainment Market Industry is projected to experience substantial growth over the next decade. With a market value of 3.24 USD Billion in 2024, the industry is anticipated to reach 15.0 USD Billion by 2035, reflecting a robust trajectory. The compound annual growth rate (CAGR) of 14.92% from 2025 to 2035 indicates a strong upward trend, driven by factors such as technological advancements, increased investment, and the rising popularity of gamified learning. This growth presents opportunities for stakeholders to innovate and expand their offerings, ultimately enhancing the educational landscape through engaging and interactive gaming experiences.

    Technological Advancements in Gaming

    Technological advancements play a pivotal role in shaping the Global Online Gaming Edutainment Market Industry. Innovations such as augmented reality (AR) and virtual reality (VR) are transforming traditional educational methods, offering immersive experiences that captivate learners. For example, AR applications that allow students to visualize complex concepts in 3D have shown promise in enhancing comprehension. As these technologies become more accessible, the market is expected to expand significantly, with a projected compound annual growth rate (CAGR) of 14.92% from 2025 to 2035. This growth suggests that the integration of cutting-edge technology in edutainment is likely to redefine the learning landscape.

    Rising Demand for Interactive Learning

    The Global Online Gaming Edutainment Market Industry experiences a notable increase in demand for interactive learning solutions. As educational institutions and parents seek innovative ways to engage students, online gaming platforms that incorporate educational content are gaining traction. For instance, platforms that blend gaming mechanics with curriculum-based learning are reported to enhance student engagement and retention. This trend is reflected in the projected market value of 3.24 USD Billion in 2024, indicating a robust interest in edutainment solutions that promote active learning through play. The integration of gamification in education appears to be a driving force behind this growth.

    Growing Popularity of Gamified Learning

    Gamified learning is gaining momentum within the Global Online Gaming Edutainment Market Industry, as educators and learners alike embrace its benefits. The incorporation of game elements into educational settings has been shown to improve motivation and engagement among students. For example, platforms that reward users for completing educational tasks with points or badges are becoming increasingly popular. This trend aligns with the broader shift towards personalized learning experiences, where students can progress at their own pace. As gamified learning continues to resonate with both educators and learners, it is likely to contribute significantly to the market's expansion in the coming years.

    Increased Investment in Edutainment Startups

    The Global Online Gaming Edutainment Market Industry is witnessing a surge in investment directed towards edutainment startups. Venture capitalists and educational institutions are increasingly recognizing the potential of gaming as a learning tool, leading to a proliferation of innovative platforms. For instance, startups that develop educational games targeting specific subjects or age groups are attracting significant funding. This influx of capital not only accelerates product development but also enhances the quality of educational content available to consumers. As a result, the market is poised for substantial growth, with projections indicating a market value of 15.0 USD Billion by 2035.

    Market Segment Insights

    Online Gaming Edutainment Market Age Insights

    Based on the age segment, this report analyses the revenue of the Online Gaming Edutainment Market. Accordingly, the Online Gaming Edutainment Market is segmented by age including Under 18, 18-24, 25-34, 35-44 and 45 and Above. In 2023, the Under 18 segment is projected to be the largest segment of the market, accounting for over 35% of the Online Gaming Edutainment Market revenue. In general, the segment is driven by the fact that children and teenagers are increasingly playing online games.

    The 18-24 segment is the second largest segment of the Online Gaming Edutainment Market, accounting for over 25% of the market revenue.Overall, the segment is primarily driven by the fact that the number of young adults spending more time on online gaming is increasing. The 25-34 segment is the third largest segment of the market, accounting for over 20% of the market revenue in 2023. The increasing disposable income of young adults and their willingness to spend money on online gaming are the main drivers of the segment.

    The 35-44 segment is the fourth largest segment of the market, accounting for over 15% of the market revenue in 2023. The fact that the number of older adults playing online games is increasing is the main driving factor of the segment.The 45 and Above segment is the smallest segment, accounting for less than 5% of the market revenue. The number of older adults who are retiring and have more time to spend on online gaming is the main driving factor of the 45 and Above segment.

    Source: Primary Research, Secondary Research, Market Research Future Database and Analyst Review

    Online Gaming Edutainment Market Revenue Model Insights

    The Online Gaming Edutainment Market is segmented on the basis of revenue model into subscription-based, in-app purchases, freemium and advertising-supported. The subscription-based model is expected to hold the largest share of the market in 2023 and is projected to grow at a CAGR of 13.8% during the forecast period. The advertising-supported model is expected to grow at a CAGR of 14.3% during the forecast period.

    The subscription-based model is popular among gamers who want to access a wide variety of games without having to pay for each game individually.In-app purchases allow gamers to purchase additional content, such as new levels, characters, or weapons. The freemium model allows gamers to play a game for free but charges them for additional features or content. The advertising-supported model allows gamers to play a game for free but displays advertisements to generate revenue.

    Online Gaming Edutainment Market Platform Insights

    The Online Gaming Edutainment Market is segmented by platform into PC, console, mobile and VR/AR. Among these, the mobile segment is expected to hold the largest market share in 2023 and is projected to grow at the highest CAGR during the forecast period (2024-2032). The growth of the mobile segment can be attributed to the increasing popularity of mobile gaming, as well as the growing availability of affordable smartphones and tablets.

    The PC segment is expected to hold the second-largest market share in 2023 and is projected to grow at a steady CAGR during the forecast period.The growth of the PC segment can be attributed to the increasing popularity of online multiplayer games, as well as the growing availability of powerful gaming PCs. The console segment is expected to hold a significant market share in 2023 and is projected to grow at a moderate CAGR during the forecast period.

    The growth of the console segment can be attributed to the increasing popularity of console gaming, as well as the growing availability of new and innovative consoles. The VR/AR segment is expected to hold a small market share in 2023 but is projected to grow at the fastest CAGR during the forecast period.The growth of the VR/AR segment can be attributed to the increasing popularity of VR and AR gaming, as well as the growing availability of affordable VR and AR headsets.

    Online Gaming Edutainment Market Type of Game Insights

    The Online Gaming Edutainment Market Segmentation by Type of Game includes Action-Adventure, Role-Playing, First-Person Shooter, Strategy and Simulation. Action-adventure games held the largest market share in 2023, accounting for around 35%. Role-playing games are expected to grow at the highest CAGR during the forecast period. Simulation games are expected to witness significant growth, driven by the increasing popularity of realistic and immersive gaming experiences. The growing popularity of e-sports and the increasing adoption of cloud gaming are expected to drive the growth of the Online Gaming Edutainment Market in the coming years.

    Online Gaming Edutainment Market Educational Focus Insights

    The Online Gaming Edutainment Market segmentation by Educational Focus encompasses various sub-segments catering to specific learning objectives. In 2023, the STEM (Science, Technology, Engineering and Mathematics) segment held a significant market share, driven by the crescent demand for interactive and engaging ways to teach complex scientific concepts. The Language Learning segment is also witnessing substantial growth, with online gaming platforms offering immersive language learning experiences. The History segment leverages gaming to make historical events and figures more relatable and engaging.The Arts and Culture segment utilizes gaming to promote cultural appreciation and understanding.

    Lastly, the Soft Skills segment focuses on developing essential life skills such as problem-solving, critical thinking and teamwork through gaming experiences. Each of these segments presents unique opportunities for growth and innovation within the Online Gaming Edutainment Market.

    Get more detailed insights about Online Gaming Edutainment Market Research Report — Global Forecast till 2032

    Regional Insights

    The regional segmentation of the Online Gaming Edutainment Market offers valuable insights into the geographical distribution of market growth and opportunities. North America is anticipated to dominate the market in 2023, with a significant share of the global revenue of 1.173 billion USD. The region's strong technological infrastructure, high disposable income, and growing demand for interactive entertainment contribute to its leading position. Europe follows closely behind, with a robust gaming industry and a large consumer base, projected to generate 0.624 billion USD in 2023.

    The Asia-Pacific region is expected to witness significant growth in the coming years, with revenues of 0.582 billion USD in 2023, driven by the increasing popularity of mobile gaming and the rising middle class.South America and the Middle East and Africa (MEA) are emerging markets with immense potential for growth, as they exhibit a growing interest in online gaming and edutainment, with South America generating 0.233 billion USD in 2023 and MEA at 0.208 billion USD.

    Online Gaming Edutainment Market Age Insights

    Source: Primary Research, Secondary Research, Market Research Future Database and Analyst Review

    Key Players and Competitive Insights

    Major players in Online Gaming Edutainment Market industry are constantly innovating and developing new products and services to meet the evolving needs of their customers. Leading Online Gaming Edutainment Market players are investing heavily in research and development to stay ahead of the competition. The Online Gaming Edutainment Market is expected to witness significant growth in the coming years, owing to the increasing popularity of online gaming and the rising demand for edutainment content. The market is characterized by the presence of several key players, such as Kahoot! Blooket and Quizizz, among others.

    These companies are constantly engaged in strategic partnerships and acquisitions to expand their market share.One of the leading companies in the Online Gaming entertainment market is Kahoot! The company offers a comprehensive suite of online learning games and quizzes that can be used by teachers, students, and businesses. Kahoot!'s platform is designed to make learning fun and engaging, and it has been used by over 2 billion people worldwide. The company has a strong presence in the United States, Europe, and Asia, and it is expanding its reach into new markets.

    Kahoot! has been recognized for its innovative approach to edutainment, and it has won numerous awards, including the "Best Educational App" award from the App Store.Another leading company in the Online Gaming Edutainment Market is Blooket. The company offers a variety of online learning games that can be used by teachers and students. Blooket's games are designed to be fun and educational, and they cover a wide range of subjects, including math, science, and history. Blooket has a strong presence in the United States and Canada, and it is expanding its reach into new markets.

    The company has been recognized for its high-quality games and its commitment to customer service, and it has won numerous awards, including the "Best Educational Game" award from the Google Play Store.

    Key Companies in the Online Gaming Edutainment Market market include

    Industry Developments

    Recent developments and current affairs indicate a rapidly evolving Online Gaming Edutainment Market. Strategic partnerships, technological advancements, and the integration of artificial intelligence (AI) and virtual reality (VR) are shaping the industry. Notable news includes the $100 million investment in the edutainment platform Kahoot! by SoftBank Vision Fund 2.

    Furthermore, major players such as Google and Microsoft are expanding their offerings with the launch of Stadia and Xbox Game Pass Ultimate, respectively. These developments underscore the growing recognition of the edutainment market's potential, driven by the convergence of gaming, education, and entertainment.

    Future Outlook

    Online Gaming Edutainment Market Future Outlook

    The Online Gaming Edutainment Market is projected to grow at a 14.92% CAGR from 2025 to 2035, driven by technological advancements, increased mobile accessibility, and rising demand for interactive learning.

    New opportunities lie in:

    • Develop immersive VR educational games targeting K-12 students.
    • Create subscription-based platforms offering diverse edutainment content.
    • Leverage AI to personalize gaming experiences for enhanced learning outcomes.

    By 2035, the Online Gaming Edutainment Market is expected to flourish, establishing itself as a pivotal sector in educational innovation.

    Market Segmentation

    Online Gaming Edutainment Market Age Outlook

    • Subscription-Based
    • In-App Purchases
    • Freemium
    • Advertising-Supported

    Online Gaming Edutainment Market Platform Outlook

    • Action-Adventure
    • Role-Playing
    • First-Person Shooter
    • Strategy
    • Simulation

    Online Gaming Edutainment Market Regional Outlook

    • North America
    • Europe
    • South America
    • Asia Pacific
    • Middle East and Africa

    Online Gaming Edutainment Market Type of Game Outlook

    • STEM
    • Language Learning
    • History
    • Arts and Culture
    • Soft Skills

    Online Gaming Edutainment Market Revenue Model Outlook

    • PC
    • Console
    • Mobile
    • VR/AR

    Online Gaming Edutainment Market Educational Focus Outlook

    • North America
    • Europe
    • South America
    • Asia Pacific
    • Middle East and Africa

    Report Scope

    Report Attribute/Metric Details
    Market Size 2035 17.24 (USD Billion)
    Compound Annual Growth Rate (CAGR) 14.92% (2025 - 2035)
    Report Coverage Revenue Forecast, Competitive Landscape, Growth Factors, and Trends
    Base Year 2024
    Market Forecast Period 2025 - 2035
    Historical Data 2019 - 2023
    Market Forecast Units USD Billion
    Key Companies Profiled Microsoft Azure Spatial Anchors, Niantic, Leap Motion, Tilt Five, Amazon Sumerian, Minecraft Education Edition, Epic Games, Spatial, Kahoot! Unity, Varjo, Roblox, Owlchemy Labs, Meta Immersive Learning, Google Classroom
    Segments Covered Age, Revenue Model, Platform, Type of Game, Educational Focus, Regional
    Key Market Opportunities 1.       Growing mobile gaming 2.       expansion into emerging markets 3.       increase in STEM learning through gaming 4.       rise of cloud gaming surge in demand for edutainment content
    Key Market Dynamics 1.       Increasing mobile gaming 2.       growing popularity of esports 3.       technological advancements and 4.       rising demand for educational and 5.       entertaining content
    Countries Covered North America, Europe, APAC, South America, MEA
    Market Size 2024 3.73 (USD Billion)
    Market Size 2025 4.29 (USD Billion)

    FAQs

    What was the market size of the Online Gaming Edutainment Market?

    The Online Gaming Edutainment Market was expected to reach a valuation of 9.86 billion U.S. dollars by 2032, expanding at a CAGR of 14.9% from 2024 to 2032.

    What factors are driving the growth of the Global Online Gaming entertainment market?

    Rising demand for immersive and interactive learning experiences, increasing adoption of advanced technologies such as augmented and virtual reality, and growing popularity of e-sports are key factors propelling market expansion.

    Which region is expected to hold the largest share of the Online Gaming Edutainment Market?

    North America is anticipated to dominate the market throughout the forecast period due to well-established gaming and education industries and high adoption of innovative technologies.

    What are the key applications of Online Gaming Edutainment?

    Online gaming edutainment finds applications in various educational settings, including STEM learning, language acquisition, history simulations, and professional development.

    Who are the major competitors in the Global Online Gaming entertainment market?

    Prominent players in the market include Kahoot!, Roblox, Minecraft and Epic Games, among others.

    What are the challenges faced by the Online Gaming Edutainment Market?

    Challenges include concerns over excessive screen time, potential addiction, and ensuring the educational value of games.

    What are the emerging trends in the Global Online Gaming entertainment market?

    Gamification of traditional educational content, integration of artificial intelligence, and the rise of cloud-based gaming platforms are emerging trends shaping the market.

    What is the expected growth rate of the Online Gaming Edutainment Market?

    The market is projected to expand at a CAGR of 14.9% from 2024 to 2032.

    What is the base year and end year considered for the market analysis?

    2023 is the base year, and 2032 is the end year for the market analysis.

    What type of market research was conducted?

    The market research is based on secondary sources such as industry reports, company presentations, and government data.

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