Logo

Share:

13 Biggest Educational Games Companies in the World | Global Growth Insights

Educational games—whether digital apps, PC/console titles, or physical learning games—are designed to build academic, cognitive, and life skills through play. By 2026, this segment has become a measurable and fast-scaling part of the global education technology (EdTech) and learning materials industry. Educational games sit at the intersection of gaming and education, benefiting from higher device penetration, broadband access, and the shift toward interactive learning. Factually, the broader global EdTech market is valued in the hundreds of billions of dollars, and game-based learning is widely recognized as one of its faster-growing subsegments, often associated with double-digit annual growth.

Market size data highlights the scale and momentum. The global educational games market was valued at USD 29.98 billion in 2025 and is projected to reach USD 38.07 billion in 2026 and USD 48.35 billion in 2027. Long-term forecasts indicate the market could expand to about USD 327.45 billion by 2035, reflecting a projected 27.01% growth rate over the forecast period. This trajectory is supported by rising digital learning adoption in both schools and homes, as well as increasing comfort with subscription-based learning apps.

Usage is broadening across user groups. Millions of students worldwide use learning apps and gamified platforms each day, particularly in K-12 segments. Studies frequently indicate that interactive and game-based formats can improve engagement and retention compared with passive learning, helping explain adoption by schools and parents. One-to-one device programs and tablet use in classrooms further enable integration of educational games into daily lessons.

Companies such as Scholastic, LeapFrog Enterprises, Neusoft, Wisedu, and The Learning Company operate in or adjacent to this space, providing content, platforms, or devices that embed game-based learning. Together, these data points show educational games evolving from a niche tool into a mainstream digital learning format with substantial global market value and long-term growth potential.

What Are Educational Games?

Educational games are games specifically designed to teach knowledge, skills, or behaviors while maintaining elements of play and engagement. They can be digital (mobile apps, PC, console, web-based platforms) or physical (board games, card games, and learning toys). Their purpose is to combine learning objectives with game mechanics such as points, levels, challenges, and rewards. Factually, educational games are widely used to teach literacy, numeracy, science, coding, problem-solving, and social-emotional skills across age groups.

From a market perspective, educational games are now a structured part of the EdTech ecosystem. The global educational games market was valued at about USD 29.98 billion in 2025 and is projected to reach USD 38.07 billion in 2026, showing strong year-on-year growth. Millions of learners worldwide use educational apps regularly, supported by the fact that there are billions of smartphone and tablet users globally, giving these games a large potential user base. Many products target children aged 3–12 years, a critical developmental window for foundational skills.

Educational games rely on gamification to drive engagement. Features like instant feedback, progress tracking, and adaptive difficulty help personalize learning. Research in learning science often shows that interactive and practice-based methods can improve retention compared to passive content alone. This has encouraged adoption in both schools and homes.

In formal education, educational games are used for classroom reinforcement, homework, and remote learning. In informal settings, parents use them to supplement school education. Monetization models include subscriptions, freemium apps, and one-time purchases, with subscriptions becoming increasingly common. As digital learning adoption rises globally, educational games are functioning as both learning tools and scalable digital products, blending entertainment and pedagogy in a measurable, fast-growing market.

How Big Is the Educational Games Industry in 2026?

The educational games industry in 2026 represents a large and rapidly expanding segment of the global EdTech market, supported by digital learning adoption and rising demand for engaging content. Factually, the global educational games market is projected to reach about USD 38.07 billion in 2026, up from USD 29.98 billion in 2025, reflecting strong year-on-year growth. The market is expected to expand further to USD 48.35 billion in 2027, and long-term forecasts suggest it could reach approximately USD 327.45 billion by 2035, implying a high-growth trajectory with a projected ~27% growth rate over the forecast period.

This scale is closely tied to global device access and online connectivity. There are billions of smartphone and tablet users worldwide, and many students now have access to digital devices for learning, both at school and at home. Millions of learners use gamified learning platforms and educational apps daily, particularly in K-12 education.

Spending patterns also support industry size. Governments and families collectively spend hundreds of billions of dollars annually on education, and a growing share flows into digital tools and content. Subscription-based learning apps, school licenses, and platform models are common revenue streams. With schools integrating more digital resources and parents investing in supplemental learning, the 2026 educational games industry shows measurable scale, strong demand, and sustained global growth momentum.

Global Distribution of Educational Games Manufacturers by Country in 2026

Country Role in Educational Games Market Estimated Share of Global Activity (2026) Key Facts & Figures (2026)
United States Leading developer & publisher hub 30–35% Large EdTech ecosystem; high K-12 digital adoption; strong app and platform development
China Major developer and domestic market 20–25% Huge student population; strong government-backed digital education push
United Kingdom European innovation hub 8–10% Active EdTech startup ecosystem and curriculum-aligned content development
India Fast-growing developer base 6–8% Large K-12 population; mobile-first learning adoption
Japan Advanced gaming and learning tech 5–6% Strong digital gaming culture and high-tech classrooms
South Korea Digital learning leader 4–5% High broadband penetration and smart classroom adoption
Germany Key EU market 4–5% Growing public investment in digital education tools
Canada North American EdTech contributor 3–4% Strong e-learning and bilingual content demand
Australia Regional developer market 2–3% High device penetration in schools
Singapore EdTech innovation hub 1–2% Government-led smart education initiatives

Where Is the Educational Games Market Growing and What Opportunities Are Emerging in 2026?

The educational games market is expanding globally as digital learning, gamification, and device access reshape how students learn. In 2026, the global educational games market is valued at about USD 38.07 billion, up from USD 29.98 billion in 2025, and is projected to reach USD 48.35 billion in 2027. Long-term forecasts indicate the market could grow to roughly USD 327.45 billion by 2035, reflecting a projected ~27% growth rate over the forecast period. Factually, this expansion is supported by billions of connected devices, rising EdTech budgets, and evidence that interactive learning improves engagement. Companies such as Scholastic, LeapFrog Enterprises, Neusoft, Wisedu, and The Learning Company are among those active in or adjacent to the educational games ecosystem.

Why Is North America a Leader in Educational Games Adoption?

Key countries: United States, Canada

North America remains the largest value market for educational games. The United States alone spends hundreds of billions of dollars annually on education, and a growing portion goes to digital tools and content. Many school districts run one-to-one device programs, giving students individual access to tablets or laptops, which directly supports usage of learning games.

Factually, the U.S. has tens of millions of K–12 students, creating a vast user base. Educational publishers and EdTech firms like Scholastic and LeapFrog Enterprises operate widely here, offering literacy, numeracy, and early-learning games. Canada shows similar trends, with high internet penetration and bilingual (English–French) content needs.

Opportunities in North America include curriculum-aligned games, AI-driven personalization, and subscription-based home learning apps. Parent spending on supplemental education also supports the market.

How Is Europe Advancing Game-Based Learning?

Key countries: UK, Germany, France, Nordics

Europe represents a mature but steadily growing region. Many governments fund digital education initiatives, and broadband penetration is high across Western and Northern Europe. Factually, several European countries report internet penetration rates above 90%, enabling cloud-based educational platforms.

The UK is a hub for EdTech startups and curriculum-linked content, while Germany and France are increasing digitalization in schools. Multilingual needs across Europe create demand for localized educational games. Companies operating globally, such as The Learning Company, reach European users through digital distribution.

Opportunities include language-learning games, STEM-focused content, and products aligned with national curricula. Public–private partnerships in digital education also open doors for providers.

Where Is Asia-Pacific Driving the Fastest Growth?

Key countries: China, India, Japan, South Korea

Asia-Pacific is widely seen as the fastest-growing region in percentage terms due to its massive student population. China and India together account for hundreds of millions of school-age learners, creating enormous scale potential. Smartphone-first internet usage makes mobile educational games especially relevant.

Chinese firms such as Neusoft, Wisedu, Kingosoft, and other domestic providers support digital learning ecosystems, including gamified content. Japan and South Korea, with strong gaming cultures and high-tech classrooms, also adopt game-based learning tools.

Factually, mobile internet users in Asia number in the billions, giving developers broad reach. Opportunities include affordable subscription models, exam-prep games, and coding/STEM learning. Localization and alignment with exam systems are critical success factors.

What Role Do the Middle East & Africa Play in Market Growth?

Key countries: UAE, Saudi Arabia, South Africa

The Middle East & Africa region is smaller in total value but shows rising adoption. Governments in the Gulf are investing in digital education as part of national transformation plans. Young populations and improving connectivity support long-term growth.

In markets like the UAE and Saudi Arabia, schools increasingly use digital platforms, and English-language learning games are popular. South Africa leads in Sub-Saharan Africa for EdTech adoption in urban areas.

Opportunities include low-bandwidth solutions, mobile-first educational games, and partnerships with ministries of education. As connectivity expands, usage is expected to rise from a low base.

High-End and Specialty Educational Games Manufacturers

High-end and specialty educational games manufacturers focus on premium, research-backed learning experiences that go beyond basic gamification. These companies often invest in learning science, child psychology, and adaptive AI to design games that personalize content in real time. Factually, adaptive learning systems can adjust difficulty based on performance, which studies in digital learning frequently associate with improved engagement and outcomes. This premium segment targets private schools, international curricula, special education, and affluent households willing to pay for quality learning tools.

From a pricing perspective, high-end educational game platforms often use subscription models that can range from tens to hundreds of dollars per user per year, depending on features and content depth. Some also bundle hardware, such as dedicated learning tablets or interactive toys, increasing average revenue per user. Companies like LeapFrog Enterprises (learning devices and games), Scholastic (curriculum-linked digital content), and advanced EdTech providers in Asia such as Neusoft and Wisedu participate in higher-value solutions that include gamified learning elements.

With the global educational games market projected at USD 38.07 billion in 2026 and forecast to grow rapidly, premium and specialty products are positioned to capture a meaningful value share. Demand is strongest in urban, high-income markets where parents and schools prioritize measurable learning outcomes, safety, and ad-free educational environments.

Global Growth Insights unveils the top List global Educational Games Companies:

Company Headquarters Estimated CAGR (Recent Years) Past Year Revenue (Approx.) Geographic Presence Key Highlight Latest Company Updates (2026)
Scholastic New York, USA 4–6% USD 1.6–1.8B North America, Europe, Asia Major education publisher with digital learning tools Expanded digital and literacy-focused learning platforms
Kingsun China 7–9% Private / Est. tens of millions USD China-focused Education technology and digital content Upgraded smart education solutions for schools
Kingosoft China 7–9% Private / Not disclosed China Education and office software tools Expanded cloud-based education features
Hongen China 6–8% Private / Not disclosed China Digital learning resources provider New interactive learning content releases
Jucheng China 6–8% Private / Not disclosed China Education IT services Regional school partnerships expansion
Wisedu Nanjing, China 10–12% USD 200–300M (est.) Primarily China Smart campus and education software Growth in digital campus solutions
Zhengfang Software China 8–10% Private / Est. tens of millions USD China Campus management and education systems Smart campus platform upgrades
Guangdong Dongtian Digital Technology Guangdong, China 7–9% Private / Not disclosed China Digital education solutions Enhanced digital classroom offerings
The Learning Company USA 4–5% Private / Not disclosed North America & global digital Legacy educational software brand Refresh of classic learning titles for digital platforms
IntelHouse Technology China 7–9% Private / Not disclosed China Education information systems Platform scaling for school clients
Beijing China Education Star Technology Beijing, China 8–10% Private / Not disclosed China K–12 digital learning software New curriculum-aligned modules
LeapFrog Enterprises California, USA 5–7% Est. hundreds of millions USD (brand level) North America, Europe, Asia Children’s learning tablets and games New interactive and connected learning devices
Neusoft Shenyang, China 8–10% Multi-billion USD (total company) Global Large IT and smart education solutions provider Expansion of smart education and AI-driven platforms

Opportunities for Startups & Emerging Players in Educational Games (2026)

Startups and emerging players in educational games have significant opportunities in 2026 as digital learning becomes mainstream. Factually, the global educational games market is projected to reach about USD 38.07 billion in 2026, up from USD 29.98 billion in 2025, and is forecast to grow toward USD 327.45 billion by 2035, reflecting a high-growth trajectory of roughly 27% over the forecast period. Even a small share of this market can translate into meaningful revenue for focused startups.

Low development barriers in mobile and web apps make entry easier than in many traditional education segments. With billions of smartphone and tablet users worldwide, distribution via app stores provides global reach. Freemium and subscription models—often ranging from USD 5–15 per month per user—allow predictable recurring revenue.

Niche focus is a key advantage. Startups can target coding, STEM, language learning, or exam preparation. Demand for coding and digital skills is rising as many education systems introduce computer science at earlier grades. AI-driven personalization is another opportunity, as adaptive games can tailor difficulty to each learner.

Partnerships with schools, tutoring centers, and EdTech platforms help scale user acquisition. Localization for different curricula and languages also creates space for regional players. With growing parental spending on supplemental education and continued school digitalization, agile startups that combine pedagogy, engaging design, and data-driven learning have clear, fact-backed pathways to growth.

FAQ – Global Educational Games Companies

Q1. How large is the global educational games market in 2026?
The global educational games market is projected to reach about USD 38.07 billion in 2026, up from USD 29.98 billion in 2025. Long-term forecasts indicate it could grow to around USD 327.45 billion by 2035, reflecting a projected ~27% growth rate over the forecast period.

Q2. What is driving growth in educational games?
Key drivers include rising digital learning adoption, wider device access, and demand for engaging content. With billions of smartphone and tablet users globally, access to educational apps has expanded significantly.

Q3. Who are the main users of educational games?
Primary users are K–12 students, especially children aged 3–12, a critical learning period. However, educational games are also used in higher education and corporate training.

Q4. How do educational game companies make money?
Common models include subscriptions, freemium apps, school licenses, and one-time purchases. Subscriptions often range around USD 5–15 per month per user for premium content.

Q5. Are schools adopting educational games?
Yes. Many schools integrate gamified learning into lessons, particularly where one-to-one device programs exist. Digital tools are now common in many classrooms globally.

Q6. Which regions are largest for educational games?
North America and Asia-Pacific are major markets. The U.S. and China together represent a large share due to high education spending and large student populations.

Q7. Do educational games improve learning?
Research in learning science often shows that interactive and practice-based learning can improve engagement and retention compared to passive methods.

Q8. What subjects are most popular?
Literacy, math, science, coding, and language learning are among the most common categories. STEM and coding games are seeing particularly strong demand.

Conclusion

The educational games industry in 2026 stands as a rapidly scaling segment of the global EdTech landscape, supported by clear, data-backed growth drivers. The market is projected to reach about USD 38.07 billion in 2026, up from USD 29.98 billion in 2025, and is forecast to expand to roughly USD 327.45 billion by 2035, reflecting a high projected ~27% growth rate. This trajectory highlights how game-based learning is moving from a supplemental tool to a mainstream learning format.

Adoption is closely tied to digital access. With billions of smartphone, tablet, and PC users worldwide, educational games can reach learners at scale. Many schools now deploy digital devices in classrooms, and millions of students use learning apps daily. Subscription models—often in the USD 5–15 per month range—provide recurring revenue streams for companies while keeping products accessible to families.

Regionally, North America and Asia-Pacific represent major value and volume markets due to high education spending and large student populations. Europe shows steady adoption through public digital education initiatives, while the Middle East & Africa are emerging as connectivity improves.

Overall, measurable gains in market size, device penetration, and user adoption indicate strong structural momentum. As educators and parents seek engaging, personalized, and outcome-oriented learning tools, educational games are positioned as a core component of digital education, blending pedagogy with interactive technology in a multi-billion-dollar global market.