The market for educational games is quickly growing. From households to schools each year more learners are using game based learning to challenge their learning. The Covid-19 pandemic put pressure on the education system to evolve and quickly adapt to many new technologies. Online learning left educators and parents with searching for ways to engage students in meaningful ways.
Educational Games Market size was valued at USD 11.24 Billion in 2021 and is projected to reach USD 93.53 Billion by 2030, growing at a CAGR (Compound Annual Growth Rate) of 38.67% from 2022 to 2030. Learners are able to learn about specific subjects, broaden their understanding of concepts, grasp a historical event or master a skill while playing educational games. There has been an increased demand for digital games for our youth, and this has led to recent advancements in the field of educational technology.
Closing the gap for access to technology
Game-Based Learning Industry Leader
Schools purchasing tablets and computers for learning, and BYOD (bring your own device) school wide initiatives have dramatically increased the interest in educational games. Access to technology has historically been a challenge for schools with budget limitations for supplying all students with technology. With companies such as Computers For Success, more students are able to have access to the devices they need to stay current with developments in educational technology. Since 1993 Computers For Success has given 1.7million computers to Canadian schools through donations.
Kahoot! is a great example of a venture taking the educational technology scene by storm. Now worth $5.7 billion dollars, and used by over 9 million teachers in the last year they are one of the industry leaders in game based learning. Education is at the core of this company, claiming to keep subscriptions free for teachers and students forever. Now being used in over 200 countries around the world, Kahoot! is one of the industry leaders in educational technology.