Educational game is computer software, the primary purpose of which is teaching or self-learning. Educational software is the developmental and non-developmental software which are specifically used for education. It also reflects on the technical and also instructional design for developing the courseware or educational application.
In 2018, the global Educational Games market size was xx million US$ and it is expected to reach xx million US$ by the end of 2025, with a CAGR of xx% during 2019-2025.
This report focuses on the global Educational Games status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Educational Games development in United States, Europe and China.
The key players covered in this study
LeapFrog Enterprises
Scholastic
The Learning Company
Neusoft
Wisedu
Jucheng
Kingsun
Hongen
Guangdong Dongtian Digital Technology
Zhengfang Software
Kingosoft
Beijing China Education Star Technology
IntelHouse Technology
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Market segment by Type, the product can be split into
K-12 Educational Game
University Education Game
Adult Education Game
Elderly Education Game
Market segment by Application, split into
Quality-oriented Education
Examination-oriented Education
Market segment by Regions/Countries, this report covers
United States
Europe
China
Japan
Southeast Asia
India
Central & South America
The study objectives of this report are:
To analyze global Educational Games status, future forecast, growth opportunity, key market and key players.
To present the Educational Games development in United States, Europe and China.
To strategically profile the key players and comprehensively analyze their development plan and strategies.
To define, describe and forecast the market by product type, market and key regions.
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Table Of Contents:
1 Report Overview
1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered
1.4 Market Analysis by Type
1.4.1 Global Educational Games Market Size Growth Rate by Type (2014-2025)
1.4.2 K-12 Educational Game
1.4.3 University Education Game
1.4.4 Adult Education Game
1.4.5 Elderly Education Game
1.5 Market by Application
1.5.1 Global Educational Games Market Share by Application (2014-2025)
1.5.2 Quality-oriented Education
1.5.3 Examination-oriented Education
1.6 Study Objectives
1.7 Years Considered
2 Global Growth Trends
2.1 Educational Games Market Size
2.2 Educational Games Growth Trends by Regions
2.2.1 Educational Games Market Size by Regions (2014-2025)
2.2.2 Educational Games Market Share by Regions (2014-2019)
2.3 Industry Trends
2.3.1 Market Top Trends
2.3.2 Market Drivers
2.3.3 Market Opportunities
…
12 International Players Profiles
12.1 LeapFrog Enterprises
12.1.1 LeapFrog Enterprises Company Details
12.1.2 Company Description and Business Overview
12.1.3 Educational Games Introduction
12.1.4 LeapFrog Enterprises Revenue in Educational Games Business (2014-2019)
12.1.5 LeapFrog Enterprises Recent Development
12.2 Scholastic
12.2.1 Scholastic Company Details
12.2.2 Company Description and Business Overview
12.2.3 Educational Games Introduction
12.2.4 Scholastic Revenue in Educational Games Business (2014-2019)
12.2.5 Scholastic Recent Development
12.3 The Learning Company
12.3.1 The Learning Company Company Details
12.3.2 Company Description and Business Overview
12.3.3 Educational Games Introduction
12.3.4 The Learning Company Revenue in Educational Games Business (2014-2019)
12.3.5 The Learning Company Recent Development
12.4 Neusoft
12.4.1 Neusoft Company Details
12.4.2 Company Description and Business Overview
12.4.3 Educational Games Introduction
12.4.4 Neusoft Revenue in Educational Games Business (2014-2019)
12.4.5 Neusoft Recent Development
12.5 Wisedu
12.5.1 Wisedu Company Details
12.5.2 Company Description and Business Overview
12.5.3 Educational Games Introduction
12.5.4 Wisedu Revenue in Educational Games Business (2014-2019)
12.5.5 Wisedu Recent Development
Continued…….
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