United States Educational Games Market and Forecast 2020-2026

  • TBI873810
  • October 07, 2020
  • United States of America
  • 132 pages
  • IFF Market Research
                                          

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.

Market Analysis and Insights: Global Educational Games Market

The United States Educational Games market size is projected to reach US$ XX million by 2026, from US$ XX million in 2020, at a CAGR of XX% during 2021-2026. With industry-standard accuracy in analysis and high data integrity, the report makes a brilliant attempt to unveil key opportunities available in the global Educational Games market to help players in achieving a strong market position. Buyers of the report can access verified and reliable market forecasts, including those for the overall size of the global Educational Games market in terms of revenue. On the whole, the report proves to be an effective tool that players can use to gain a competitive edge over their competitors and ensure lasting success in the global Educational Games market. All of the findings, data, and information provided in the report are validated and revalidated with the help of trustworthy sources. The analysts who have authored the report took a unique and industry-best research and analysis approach for an in-depth study of the global Educational Games market.

Educational Games Breakdown Data by Type

  • K-12 Educational Game
  • University Education Game
  • Adult Education Game
  • Elderly Education Game

Educational Games Breakdown Data by Application

  • Quality-oriented Education
  • Examination-oriented Education
In the competitive analysis section of the report, leading as well as prominent players of the global Educational Games market are broadly studied on the basis of key factors. The report offers comprehensive analysis and accurate statistics on revenue by the player for the period 2015-2020. It also offers detailed analysis supported by reliable statistics on price and revenue (global level) by player for the period 2015-2020.

The following players are covered in this report:

  • 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

Table of Contents

Chapter 1. Preface
	
		1.1. Report Description
		
			1.1.1. Objective
			1.1.2. Target Audience
			1.1.3. Unique Selling Proposition (USP) & Offerings
		
		
		1.2. Research Scope
		1.3. Research Methodology
		
			1.3.1. Market Research Process
			1.3.2. Market Research Methodology
			1.3.3. Level 1: Primary Research
			1.3.4. Level 2: Secondary Research
			1.3.5. Level 3: Data Validation and Expert Panel Assessment Report Description and Scope
			
Chapter 2. Executive Summary
	
		2.1. Global United States Educational Games 2019-2029 (USD Billion)
		2.2. Global United States Educational Games: Market Snapshot
	 
Chapter 3. Global United States Educational Games - Industry Analysis
|  read more...

Request a sample

Fill below form to request a sample

Enquiry

Please fill this form to enquire before buying

Discount

You can request for discount regarding the report by using below form