Global Apps for Kids Market Research Report 2023-Competitive Analysis, Status and Outlook by Type, Downstream Industry, and Geography, Forecast to 2029
Apps for Kids, as the name suggests, are apps suitable for kids. It has two meanings, one is kid's aspect, and the other is app aspect. The first meaning of kid is that apps for kids belongs to a category of apps, but it is mainly developed for kid. The app must conform to the characteristics of kid, regardless of enlightenment education app, kid's games, etc. The second meaning refers to the app, apps for kids are realized by children through computers or smart phones. It is not the same as children's toys, children's school supplies, children's books and other objects. It belongs to the spiritual level, which also determines that it can be combining the advantages of other children's products, its quantity can be unlimited, and its functions can also be unlimited.
Market Overview:The latest research study on the global Apps for Kids market finds that the global Apps for Kids market reached a value of USD 1034.86 million in 2022. It’s expected that the market will achieve USD 4637.07 million by 2028, exhibiting a CAGR of 28.4% during the forecast period.
The lockdown is expected to boost the demand for educational apps for kids, resulting in a spike in the market during the forecast period. With COVID-19 causing widespread school closures, children across the North America, Europe and South America are being given alternate resources, some online, to study outside of the classroom, such as educational apps. The COVID-19 has resulted in schools shut all across the world. Globally, over 1.2 billion children are out of the classroom. The COVID-19 lockdown has forced K-12 schools and universities to close and send their students home.But this doesn't mean education stops.Schools around the world have been taking precautions with expanded online classes and assignments. The move to remote learning has been enabled by several online tech stack, all of which play an important role in this transformation. As a result, education has changed dramatically, with the distinctive rise of e-learning, whereby teaching is undertaken remotely and on educational apps. Research suggests that online learning has been shown to increase retention of information, and take less time, meaning the changes coronavirus have caused might be here to stay. In response to significant demand, many educational apps are offering free access to their services.
In addition, the game apps for kids industry has also witnessed a whooping number in terms of downloads. National/regional lockdowns and travel bans across the globe have led to a significant increase in consumer engagement with mobile games. Naturally, the rise in playing time will lead to revenue growth for mobile gaming apps, which further brings opportunities to the game apps for kids market.
Increasing use of Apps for Kids in Gaming, Education
The Increasing use of Apps for Kids in Gaming, Education is driving the growth of the Apps for Kids market across the globe. Rising demand for self-learning and upskilling applications and platforms is also another driving factor that is expected to boom the market size during the next few years. The additional factors adding market growth include a rapid increase in online learning, high preference by parents for game-based learning, benefits that it offers such as the development of vital skills. Furthermore, increasing R&D spending for development of new teaching methods, strategies will propel product demand. Technological innovations for the development of cost-effective pricing models, inclusion of A.I. to customize and enhance learning experience are also expected to have a positive impact on growth.
Outstanding advantages of Apps for Kids
The powerful functions and benefits of Apps for Kids drive consumption, which is beneficial to the development of the industry. Mobile applications enable kids to develop their skills. These applications play a significant role in improving these young students' in carrying out school work correctly. Some companies use a freemium model where the application and the website are available free of charge. Apps intended for kids are accordingly crafted. These apps allow children to learn new knowledge with an understandable description. To make it interesting, they use graphics with famous cartoon characters and the kids learn while being involved in fun things. Through such applications, kids will use their free time to learn something useful with eLearning applications. As parents don’t want their kids to waste too much time on a TV. Mobile applications are a smart way to use wasteful web surfing.
Region Overview:In 2022, the share of the Apps for Kids market in Europe stood at 35.22%.
Company Overview:Gameloft SE is one of the major players operating in the Apps for Kids market, holding a share of 8.12% in 2023.
Gameloft SE
Gameloft SE is a French video game publisher based in Paris, founded in December 1999 by Ubisoft co-founder Michel Guillemot. Gameloft SE operates as a game developer. The Company manufactures action, cards, puzzle, adventure, and racing games for mobile, tablet, and PC.
Toca Boca
Toca Boca captures the power of play. Toca Boca creates digital toys and everyday products that are filled with fun and silliness that kids from any corner of the world can instantly relate to. Everything is designed from their perspective. Toca Boca celebrates the diversity and quirkiness of their world and give them the freedom to play in ways that only they can dream up.
Segmentation Overview:By type, IOS Kids Apps segment accounted for the largest share of market in 2022.
Application Overview:The market's largest segment by application is the segment Education, with a market share of 61.84% in 2022.
Gaming
The best mobile apps for kindergartners and early elementary schoolers cover a spectrum of entertainment and educational offerings. When choosing apps for this age group, go beyond the usual arcade games (although those can be fun) to apps that help kids express their feelings and unleash their creativity.
Education
These education apps include a wide variety of learning systems, including textual learning, videos, infographics, animated graphics, audio commentary, multiple choice questions and many more. Many students use e-learning to find reference books, news and other productive activities on their smartphones. This extends a child’s horizon when exposed to multiple learning strategies. Finally, parents and kids can opt for technique that fits the needs and which helps their kid’s to learn english.
Key Companies in the global Apps for Kids market covered in Chapter 3:Paper Boat Apps
Snake vs Block
Smartstudy Pinkfong
Ahoii Entertainment
Epic Creations
Sago Mini
Edoki Academy
Nickelodeon
Monkimun
Animal Crossing
Super Mario Run
Tinybop
Gameloft SE
Dr. Panda
Minecraft
Fox and Sheep
Homer
Age of Learning
Toca Boca
Pou
Budge Studios
In Chapter 4 and Chapter 14.2, on the basis of types, the Apps for Kids market from 2018 to 2029 is primarily split into:IOS
Android
In Chapter 5 and Chapter 14.3, on the basis of Downstream Industry, the Apps for Kids market from 2018 to 2029 covers:Gaming
Education
Geographically, the detailed analysis of consumption, revenue, market share and growth rate, historic and forecast (2018-2029) of the following regions are covered in Chapter 8 to Chapter 14:North America (United States, Canada)
Europe (Germany, UK, France, Italy, Spain, Russia, Netherlands, Turkey, Switzerland, Sweden)
Asia Pacific (China, Japan, South Korea, Australia, India, Indonesia, Philippines, Malaysia)
Latin America (Brazil, Mexico, Argentina)
Middle East & Africa (Saudi Arabia, UAE, Egypt, South Africa)