28 datasets found
  1. Minecraft IAP revenue worldwide 2015-2025 YTD

    • statista.com
    Updated Jul 16, 2025
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    Statista (2025). Minecraft IAP revenue worldwide 2015-2025 YTD [Dataset]. https://www.statista.com/statistics/972711/minecraft-mobile-revenue/
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    Dataset updated
    Jul 16, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    In the 2025 year to date, the mobile version of the popular sandbox video game Minecraft generated 69.37 million U.S. dollars in global IAP revenues. In October 2023, the game's developer, Mojang, announced that Minecraft's unit sales reached 300 million worldwide.

  2. Minecraft IAP revenue worldwide 2025

    • statista.com
    Updated Jul 16, 2025
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    Statista (2025). Minecraft IAP revenue worldwide 2025 [Dataset]. https://www.statista.com/statistics/1496526/minecraft-mobile-app-revenue/
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    Dataset updated
    Jul 16, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 2020 - Jun 2025
    Area covered
    Worldwide
    Description

    In June 2025, the mobile app for the open world sandbox survival game Minecraft generated **** million U.S. dollars in in-app purchase revenues worldwide. Lifetime app revenue for Minecraft is about **** billion U.S. dollars.

  3. Minecraft unit sales worldwide 2016-2023

    • statista.com
    Updated Feb 4, 2025
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    Statista (2025). Minecraft unit sales worldwide 2016-2023 [Dataset]. https://www.statista.com/statistics/680124/minecraft-unit-sales-worldwide/
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    Dataset updated
    Feb 4, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jun 2016 - Oct 2023
    Area covered
    Worldwide
    Description

    Since its release in 2011, Minecraft has recorded worldwide sales of over 300 million units, making it one of the best-selling games of all time along with other legendary games such as Tetris and Grand Theft Auto V. The popular sandbox game, which is developed by Swedish game publisher, Mojang, allows players to build 3D worlds with different types of blocks and then explore and craft items within their new world.

    Minecraft - a global hit Minecraft is available across several computer operating systems and was more recently released for console. Due to the freedom that is afforded players and the infinite number of ways the game can develop, it still remains popular with fans some eight years after its release. As of April 2021, there were 141 million active players of Minecraft worldwide, more than double the figure from February 2017. The PlayStation 4 version of the game was one of the most downloaded game on the console in 2022.

    Minecraft on mobile In an increasingly mobile gaming world, the developers of Minecraft, Mojang, had to find a way to keep their fans happy while they were on the go. As a result, the Pocket Edition of Minecraft was released for both Android and Apple iOS in late 2011. While the foundations of the game remained the same, the mobile version also introduced survival elements and allowed players to engage in multiplayer games across different platforms. The mobile game became an instant hit, generating 99 million U.S. dollars of mobile player revenues in 2022.

  4. S

    Minecraft Statistics 2025: Player Counts, Revenue, and Global Trends

    • sqmagazine.co.uk
    Updated Jul 22, 2025
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    SQ Magazine (2025). Minecraft Statistics 2025: Player Counts, Revenue, and Global Trends [Dataset]. https://sqmagazine.co.uk/minecraft-statistics/
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    Dataset updated
    Jul 22, 2025
    Dataset authored and provided by
    SQ Magazine
    License

    https://sqmagazine.co.uk/privacy-policy/https://sqmagazine.co.uk/privacy-policy/

    Time period covered
    Jan 1, 2024 - Dec 31, 2025
    Area covered
    Global
    Description

    Back in 2011, Minecraft was just another indie title, pixelated, blocky, and barely polished. But its unassuming charm sparked something. Fast forward to 2025, and this sandbox behemoth isn’t just a game, it’s a global digital ecosystem with education systems, streaming careers, and modding economies orbiting around it. Whether you're...

  5. s

    Minecraft User Statistics & Demographics

    • searchlogistics.com
    Updated Apr 1, 2025
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    (2025). Minecraft User Statistics & Demographics [Dataset]. https://www.searchlogistics.com/learn/statistics/minecraft-user-statistics/
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    Dataset updated
    Apr 1, 2025
    License

    Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
    License information was derived automatically

    Description

    The game has attracted a diverse group of players ranging from young children all the way through to older adults. Here’s the full breakdown of Minecraft user statistics.

  6. E

    Minecraft Statistics – By Country, Demographic, Popularity and Traffic...

    • enterpriseappstoday.com
    Updated Apr 10, 2023
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    EnterpriseAppsToday (2023). Minecraft Statistics – By Country, Demographic, Popularity and Traffic Source [Dataset]. https://www.enterpriseappstoday.com/stats/minecraft-statistics.html
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    Dataset updated
    Apr 10, 2023
    Dataset authored and provided by
    EnterpriseAppsToday
    License

    https://www.enterpriseappstoday.com/privacy-policyhttps://www.enterpriseappstoday.com/privacy-policy

    Time period covered
    2022 - 2032
    Area covered
    Global
    Description

    Minecraft Statistics: The reports say that the gaming industry is expected to reach $431.87 billion by the year 2030. Since technological developments, not only there are laptops and PCs which are gaming-oriented but mobile devices have become compatible with many advanced games today. The recent release of the Harry Potter game ‘ Hogwarts Legacy is already doing its magic on the muggle world. These Minecraft Statistics include insights from various aspects that provide light on why Minecraft is one of the best games today. Editor’s Choice In Minecraft, 24 hours of the game is 20 minutes in real life. As of January 2023, the recorded number of players is 173.5 million. On average, 110,000 concurrent viewers are found on Twitch. Revenue generated from mobile downloads excluding in-game transactions counts for up to 41% of total Minecraft revenue. The Chinese edition of Minecraft has been downloaded more than 400 million times. To heal the players’ health healing potions have been used more than 1.1 billion times. Before launching Minecraft, the game was almost named a ‘Cave Game’. The game sometimes misspells its name by changing the order of words ‘C’ and ‘E’ with ‘Minecraft’. During the initial years of the pandemic, the database of total players increased by more than 14 million. The average age of a player is 24 years.

  7. Minecraft unit sales on Xbox One worldwide as of 2020, by region

    • statista.com
    Updated Jul 18, 2025
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    Statista (2025). Minecraft unit sales on Xbox One worldwide as of 2020, by region [Dataset]. https://www.statista.com/statistics/1091377/minecraft-unit-sales-xbox/
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    Dataset updated
    Jul 18, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    Purchased by Microsoft in 2014, Minecraft is a sandbox video game which has proven to be hugely successful across the world. A Xbox One version of the game with large worlds and other upgrades was released in **************. As of ***********, this version has sold around **** million copies worldwide, including **** million in North America.

  8. Minecraft handbooks sales in the U.S. 2014-2016

    • statista.com
    Updated Jul 26, 2016
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    Statista (2016). Minecraft handbooks sales in the U.S. 2014-2016 [Dataset]. https://www.statista.com/statistics/630015/scholastic-minecraft-handbooks-sales/
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    Dataset updated
    Jul 26, 2016
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jun 2013 - May 2016
    Area covered
    United States
    Description

    The statistic shows the revenue generated by Scholastic Corporation through Minecraft handbooks sales in fiscal years 2014 to 2016. In its fiscal year 2016 (spanning from June 2015 to May 2016), the company generated **** million U.S. dollars through Minecraft handbooks sales.

  9. Minecraft active player count worldwide 2016-2021

    • statista.com
    Updated Aug 2, 2022
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    Statista (2022). Minecraft active player count worldwide 2016-2021 [Dataset]. https://www.statista.com/statistics/680139/minecraft-active-players-worldwide/
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    Dataset updated
    Aug 2, 2022
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jun 2016 - Aug 2021
    Area covered
    Worldwide
    Description

    How many people play Minecraft? Since its release in 2011, Minecraft has amassed 141 million active players worldwide. The popular sandbox game, which is developed by Swedish game publisher, Mojang, allows players to build 3D worlds with different types of blocks and then explore and craft items within their new world.

    Minecraft sells millions of copies Minecraft is available on several computer operating systems and was more recently released for consoles. Due to the freedom that is afforded players and the infinite number of ways the game can develop, it is unsurprising that Minecraft has been a commercial success. The game reached one million sales less than a month into its beta phase in 2011 and, as of May 2020, it has sold a cumulative 200 million copies worldwide.

    Minecraft on mobile A mobile version of Minecraft first became available in 2011 and, by 2016, full versions of the mobile game were available across most mobile operating systems. As with many mobile games, Minecraft players have the option to buy downloadable content to enhance their gaming experience. In the first five months of 2021, the game generated 59 million U.S. dollars in global revenue.

  10. R

    Room Escape Games Report

    • archivemarketresearch.com
    doc, pdf, ppt
    Updated Jul 15, 2025
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    Archive Market Research (2025). Room Escape Games Report [Dataset]. https://www.archivemarketresearch.com/reports/room-escape-games-562001
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    pdf, doc, pptAvailable download formats
    Dataset updated
    Jul 15, 2025
    Dataset authored and provided by
    Archive Market Research
    License

    https://www.archivemarketresearch.com/privacy-policyhttps://www.archivemarketresearch.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The global room escape game market is experiencing robust growth, driven by increasing popularity among diverse demographics, technological advancements enhancing the gaming experience, and the rise of location-based entertainment. This burgeoning sector is projected to maintain a healthy Compound Annual Growth Rate (CAGR) of 12% between 2025 and 2033. While precise market size figures for 2025 are not provided, a reasonable estimation, considering the current market dynamics and typical growth patterns within the entertainment industry, would place the market value at approximately $2.5 billion in 2025. This estimate is based on analyses of similar entertainment sectors demonstrating comparable growth trajectories and market penetration rates. The continued expansion is anticipated to be fueled by factors such as the integration of virtual reality (VR) and augmented reality (AR) technologies, creating more immersive and engaging experiences. Furthermore, the increasing demand for unique and interactive entertainment options, coupled with strategic partnerships between game developers and location owners, will continue to drive market expansion. The market's segmentation reflects the diverse ways in which room escape games are delivered and consumed. The key players—Epic Games, Rec Room, NetEase, Tencent, Activision, Minecraft, Techland, Ubisoft, Daybreak, and several Chinese companies—are actively shaping the landscape through innovative game designs, strategic acquisitions, and expansion into new geographic markets. However, the market also faces challenges such as high setup costs for physical locations and potential saturation in specific regions. Nevertheless, the ongoing innovation and adaptation to evolving consumer preferences suggest a promising long-term outlook for the industry, with significant opportunities for growth and expansion in both physical and digital formats.

  11. Mattel's Earnings Report: Projections and Market Insights - News and...

    • indexbox.io
    doc, docx, pdf, xls +1
    Updated Aug 1, 2025
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    IndexBox Inc. (2025). Mattel's Earnings Report: Projections and Market Insights - News and Statistics - IndexBox [Dataset]. https://www.indexbox.io/blog/mattels-upcoming-earnings-report-what-to-expect/
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    xlsx, docx, doc, xls, pdfAvailable download formats
    Dataset updated
    Aug 1, 2025
    Dataset provided by
    Authors
    IndexBox Inc.
    License

    Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
    License information was derived automatically

    Time period covered
    Jan 1, 2012 - Aug 1, 2025
    Area covered
    United States
    Variables measured
    Market Size, Market Share, Tariff Rates, Average Price, Export Volume, Import Volume, Demand Elasticity, Market Growth Rate, Market Segmentation, Volume of Production, and 4 more
    Description

    Discover what to expect from Mattel's earnings report, including revenue projections and market trends in the consumer discretionary sector.

  12. Leading paid mobile games and publishers in Turkey 2023, by revenue

    • statista.com
    Updated Jul 9, 2025
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    Statista (2025). Leading paid mobile games and publishers in Turkey 2023, by revenue [Dataset]. https://www.statista.com/statistics/1345112/turkey-leading-paid-mobile-games-by-revenue/
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    Dataset updated
    Jul 9, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2023
    Area covered
    Turkey
    Description

    In 2023, Minecraft published by Mojang reached the highest revenue among paid mobile games in Turkey, totaling an estimated revenue of ******* U.S. dollars. This was followed by Grand Theft Auto: San Andreas published by Rockstar Games, reaching a revenue of 100,000 U.S. dollars.

  13. All-time best-selling video games worldwide 2025, based on unit sales

    • statista.com
    Updated Jun 6, 2025
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    Statista (2025). All-time best-selling video games worldwide 2025, based on unit sales [Dataset]. https://www.statista.com/statistics/264530/all-time-best-selling-console-games-worldwide/
    Explore at:
    Dataset updated
    Jun 6, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Feb 2025
    Area covered
    Worldwide
    Description

    Tetris is the best-selling video game with a little over *** million units shipped worldwide. The second best-selling console game of all time was Minecraft with over *** million copies of the game sold. As several of the global best selling games are linked to Nintendo, it is not surprising that the company made ** billion U.S. dollars in annual sales in the company's fiscal year 2024.

  14. 21st century best-selling video games 2025, by units sold

    • statista.com
    Updated Jun 3, 2025
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    Statista (2025). 21st century best-selling video games 2025, by units sold [Dataset]. https://www.statista.com/statistics/1608764/best-selling-video-games-of-the-21st-century/
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    Dataset updated
    Jun 3, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 2025
    Area covered
    Worldwide
    Description

    As of January 2025, Minecraft, the iconic 3D sandbox video game produced by Mojang Studios, ranked as the best-selling game of the 21st Century, accumulating 300 million unit sales since its launch in 2011. Grand Theft Auto V, released in 2013, ranked second with 205 million units sold. The most recent entry on this list was Hogwarts Legacy, the immersive role-playing game set in the world of Harry Potter, which has sold 30 million copies in the two years since its release in 2023.

  15. Stillfront Group net revenue 2019-2024, by segment

    • statista.com
    Updated Jul 18, 2024
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    Jessica Clement (2024). Stillfront Group net revenue 2019-2024, by segment [Dataset]. https://www.statista.com/topics/4201/video-games-market-in-sweden/
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    Dataset updated
    Jul 18, 2024
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Jessica Clement
    Description

    In 2024, Swedish video gaming company Stillfront Group generated the majority of revenues through subscriptions and virtual goods. Revenue from this segment amounted to over 5.38 billion Swedish kronor. Advertising only generated 897 million Swedish kronor.

  16. All-time best-selling indie games 2025

    • statista.com
    Updated Jul 18, 2025
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    Statista (2025). All-time best-selling indie games 2025 [Dataset]. https://www.statista.com/statistics/1553566/all-time-best-selling-indie-games/
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    Dataset updated
    Jul 18, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Feb 2025
    Area covered
    Worldwide
    Description

    While indie video games are often small-scale projects that are not always commercially successful, some indie games manage to strike gold and sell more copies than some blockbuster titles. As of February 2025, the action-adventure sandbox game Terraria has sold over ** million copies and is still going strong, particularly on PC. Overall, Minecraft was the top-ranked indie video game with about *** million copies sold. However, despite its humble beginnings, it can be argued that Minecraft is no longer an indie game. Minecraft and its developer Mojang Studios were bought by Microsoft in 2014 for *** billion U.S. dollars and have since spawned an empire of merchandise and related media.

  17. w

    Global Educational Games Market Research Report: By Game Type (Puzzle Games,...

    • wiseguyreports.com
    Updated Feb 19, 2025
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    wWiseguy Research Consultants Pvt Ltd (2025). Global Educational Games Market Research Report: By Game Type (Puzzle Games, Simulation Games, Adventures Games, Quiz Games, Role-Playing Games), By Target Audience (Children, Teenagers, Adults, Educators, Special Needs), By Platform (Mobile, PC, Console, Web-Based, Virtual Reality), By Content Type (Subject-Specific Games, Skill Development Games, Learning Management Games, Language Learning Games, STEM Focused Games) and By Regional (North America, Europe, South America, Asia Pacific, Middle East and Africa) - Forecast to 2035 [Dataset]. https://www.wiseguyreports.com/de/reports/educational-games-market
    Explore at:
    Dataset updated
    Feb 19, 2025
    Dataset authored and provided by
    wWiseguy Research Consultants Pvt Ltd
    License

    https://www.wiseguyreports.com/pages/privacy-policyhttps://www.wiseguyreports.com/pages/privacy-policy

    Time period covered
    Sep 25, 2025
    Area covered
    Global
    Description
    BASE YEAR2024
    HISTORICAL DATA2019 - 2023
    REGIONS COVEREDNorth America, Europe, APAC, South America, MEA
    REPORT COVERAGERevenue Forecast, Competitive Landscape, Growth Factors, and Trends
    MARKET SIZE 20247.67(USD Billion)
    MARKET SIZE 20258.04(USD Billion)
    MARKET SIZE 203512.8(USD Billion)
    SEGMENTS COVEREDGame Type, Target Audience, Platform, Content Type, Regional
    COUNTRIES COVEREDUS, Canada, Germany, UK, France, Russia, Italy, Spain, Rest of Europe, China, India, Japan, South Korea, Malaysia, Thailand, Indonesia, Rest of APAC, Brazil, Mexico, Argentina, Rest of South America, GCC, South Africa, Rest of MEA
    KEY MARKET DYNAMICSgrowing demand for interactive learning, increasing mobile device penetration, rise of gamification in education, supportive government initiatives, expanding online learning platforms
    MARKET FORECAST UNITSUSD Billion
    KEY COMPANIES PROFILEDZearn, Quizlet, Edmodo, Minecraft Education, SplashLearn, ClassDojo, Kahoot, Epic!, Legendary Games, Rosetta Stone, Tynker, DreamBox Learning, PBS Kids, Adventure Academy, Duolingo, BrainPOP
    MARKET FORECAST PERIOD2025 - 2035
    KEY MARKET OPPORTUNITIESAI-driven personalized learning experiences, Integration of VR/AR technologies, Growing demand in remote education, Expanding mobile game accessibility, Increased focus on STEM education
    COMPOUND ANNUAL GROWTH RATE (CAGR) 4.7% (2025 - 2035)
  18. Comparison of key metrics across top games 2025

    • statista.com
    Updated Jul 18, 2025
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    Statista (2025). Comparison of key metrics across top games 2025 [Dataset]. https://www.statista.com/statistics/1560803/comparison-of-key-metrics-across-top-games/
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    Dataset updated
    Jul 18, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Feb 2025
    Area covered
    Worldwide
    Description

    Video game music has a significant impact on immersion and engagment. A ************* comparison of select major gaming titles found that Red Dead Redemption II ranked first in terms of budget, with a budget of *** million U.S. dollars, as well as having the highest hours of unique music, with ** hours. Despite this, it only ranked third in terms of sales, trailing behind Minecraft and Grand Theft Auto V. On the other hand, the farm life simulation role-playing game Stardew Valley ranked the highest in terms of gameplay hours while having one of the lowest budgets.

  19. w

    Global Coding Apps for Kids Market Research Report: By Application (Game...

    • wiseguyreports.com
    Updated Aug 19, 2025
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    (2025). Global Coding Apps for Kids Market Research Report: By Application (Game Development, Web Development, Mobile App Development, Robotics), By Age Group (4-6 Years, 7-9 Years, 10-12 Years, 13-15 Years), By Learning Style (Self-paced Learning, Instructor-led Learning, Peer Learning), By Platform (iOS, Android, Web) and By Regional (North America, Europe, South America, Asia Pacific, Middle East and Africa) - Forecast to 2035 [Dataset]. https://www.wiseguyreports.com/reports/coding-apps-for-kids-market
    Explore at:
    Dataset updated
    Aug 19, 2025
    License

    https://www.wiseguyreports.com/pages/privacy-policyhttps://www.wiseguyreports.com/pages/privacy-policy

    Time period covered
    Aug 25, 2025
    Area covered
    Global
    Description
    BASE YEAR2024
    HISTORICAL DATA2019 - 2023
    REGIONS COVEREDNorth America, Europe, APAC, South America, MEA
    REPORT COVERAGERevenue Forecast, Competitive Landscape, Growth Factors, and Trends
    MARKET SIZE 20241.36(USD Billion)
    MARKET SIZE 20251.53(USD Billion)
    MARKET SIZE 20355.0(USD Billion)
    SEGMENTS COVEREDApplication, Age Group, Learning Style, Platform, Regional
    COUNTRIES COVEREDUS, Canada, Germany, UK, France, Russia, Italy, Spain, Rest of Europe, China, India, Japan, South Korea, Malaysia, Thailand, Indonesia, Rest of APAC, Brazil, Mexico, Argentina, Rest of South America, GCC, South Africa, Rest of MEA
    KEY MARKET DYNAMICSIncreased digital literacy demand, Rise in coding education initiatives, Growth in smartphone usage, Gamification of learning, Collaboration with educational institutions
    MARKET FORECAST UNITSUSD Billion
    KEY COMPANIES PROFILEDScratch, Osmo, Bitsbox, Hopscotch, Kodable, Minecraft Education Edition, CodeCombat, Code.org, Roblox, Eduonix, Blockly, Tynker, Codecademy, NQ Digital, Lightbot, CodaKid
    MARKET FORECAST PERIOD2025 - 2035
    KEY MARKET OPPORTUNITIESIncreased demand for STEM education, Growing popularity of gamified learning, Expansion in mobile device usage, Rising parental investment in education, Strong focus on early childhood development.
    COMPOUND ANNUAL GROWTH RATE (CAGR) 12.6% (2025 - 2035)
  20. w

    Global K-12 Game-Based Learning Market Research Report: By Game Type...

    • wiseguyreports.com
    Updated Jan 3, 2025
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    wWiseguy Research Consultants Pvt Ltd (2025). Global K-12 Game-Based Learning Market Research Report: By Game Type (Educational Games, Simulation Games, Adventure Games, Puzzle Games), By Deployment Mode (Cloud-Based, On-Premises, Hybrid), By End User (Schools, Home Users, Tutoring Centers), By Curriculum Focus (Mathematics, Science, Literacy, Social Studies, Arts) and By Regional (North America, Europe, South America, Asia Pacific, Middle East and Africa) - Forecast to 2032. [Dataset]. https://www.wiseguyreports.com/de/reports/k-12-game-based-learning-market
    Explore at:
    Dataset updated
    Jan 3, 2025
    Dataset authored and provided by
    wWiseguy Research Consultants Pvt Ltd
    License

    https://www.wiseguyreports.com/pages/privacy-policyhttps://www.wiseguyreports.com/pages/privacy-policy

    Area covered
    Global
    Description
    BASE YEAR2024
    HISTORICAL DATA2019 - 2024
    REPORT COVERAGERevenue Forecast, Competitive Landscape, Growth Factors, and Trends
    MARKET SIZE 20236.91(USD Billion)
    MARKET SIZE 20247.88(USD Billion)
    MARKET SIZE 203222.4(USD Billion)
    SEGMENTS COVEREDGame Type, Deployment Mode, End User, Curriculum Focus, Regional
    COUNTRIES COVEREDNorth America, Europe, APAC, South America, MEA
    KEY MARKET DYNAMICSIncreased digital learning adoption, Growing demand for personalized education, Rising focus on student engagement, Enhanced interactivity and collaboration, Integration of advanced technologies
    MARKET FORECAST UNITSUSD Billion
    KEY COMPANIES PROFILEDIXL Learning, Edmentum, Minecraft Education, Epic Games, DreamBox Learning, Google, Zearn, Microsoft, Classcraft, Smarty Ants, Kahoot, Pearson, PBS LearningMedia, Nearpod, Adobe
    MARKET FORECAST PERIOD2025 - 2032
    KEY MARKET OPPORTUNITIESIncreased adoption of remote learning, Growing demand for personalized education, Rise of gamification in curricula, Expansion of mobile learning solutions, Partnerships with educational institutions
    COMPOUND ANNUAL GROWTH RATE (CAGR) 13.95% (2025 - 2032)
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Statista (2025). Minecraft IAP revenue worldwide 2015-2025 YTD [Dataset]. https://www.statista.com/statistics/972711/minecraft-mobile-revenue/
Organization logo

Minecraft IAP revenue worldwide 2015-2025 YTD

Explore at:
Dataset updated
Jul 16, 2025
Dataset authored and provided by
Statistahttp://statista.com/
Area covered
Worldwide
Description

In the 2025 year to date, the mobile version of the popular sandbox video game Minecraft generated 69.37 million U.S. dollars in global IAP revenues. In October 2023, the game's developer, Mojang, announced that Minecraft's unit sales reached 300 million worldwide.

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