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Educational reports and market data

78 documents·27 writers·20 charts and tables

78 game industry reports, presentations and talks about educational from writers such as Extra Credits, Game Developers Conference and PocketGamer.biz, newest from 2026. Every document has a summary and key insights with the page they come from, and 20 charts and tables are extracted as data.

Documents

Cover of 🧠 How Deepstash gets 50% of subscribers from Web2App & 3,000 creatives a month
54 min
Two & a Half Gamers54 min

🧠 How Deepstash gets 50% of subscribers from Web2App & 3,000 creatives a month

Deepstash has established a highly effective growth model by positioning microlearning as a gamified, subscription-based alternative to passive social media consumption.

  • Deepstash acquires over 50% of its paid subscribers through a Web2App funnel, leveraging microlearning as a gamified, subscription-based alternative to social media.
  • Deepstash's cross-promotion ecosystem with niche educational apps achieves conversion rates 10x higher than standard advertising channels.
  • A 30-person team generates 3,000 creative assets monthly, utilizing AI-driven automation to maintain rapid testing and cultural relevance.
Two & a Half GamersOct 2026
Cover of How to Make Anything Fun
74 min
Jonas Tyroller74 min

How to Make Anything Fun

Fun functions as a biological reward mechanism, signaling that the brain is effectively building and refining its internal model of the world.

  • Fun is a biological prompt for learning, functioning similarly to hunger or thirst, and is best achieved by creating an optimal learning environment.
  • The 'Flow' state—the core of fun—requires a balance between challenge and skill, frequent and fast feedback, clear goals, and a high signal-to-noise ratio.
  • Game design should prioritize a smooth difficulty curve that keeps players within the 'flow channel,' utilizing emergent and combinatorial complexity to provide layers of depth.
Jonas TyrollerMay 2026
Cover of Why Healthcare Is Gaming’s Next Trillion-Dollar Market
63 min
Naavik63 min

Why Healthcare Is Gaming’s Next Trillion-Dollar Market

The integration of professional game design into the healthcare sector represents a transformative shift in medical education and patient care, moving beyond superficial gamification toward immersive, high-stakes simulation.

  • The integration of game design into healthcare creates a new, multi-billion-dollar market opportunity for developers facing saturation in traditional gaming sectors.
  • Gaming-based medical simulations replace static, expensive training tools with high-fidelity, interactive platforms that demonstrably improve physician decision-making and diagnostic accuracy.
  • Developers can move beyond consumer advertising models by partnering with life science and medical device companies to create high-value clinical education tools.
NaavikFeb 2026
Cover of Leveling Up your Game Literacy | Design Club
79 min
Extra Credits79 min

Leveling Up your Game Literacy | Design Club

Game literacy functions as a critical framework for understanding the medium, requiring players to transition from passive consumers to informed observers.

  • Game literacy requires transitioning from a passive consumer to an informed observer by intentionally analyzing mechanics, technical execution, and cultural impact across a diverse range of titles.
  • Broadening one's gaming portfolio beyond personal preference—including critically acclaimed works, genre-defining hits like Fortnite and Candy Crush, and poorly designed games—is essential for understanding the medium's evolution.
  • True literacy is defined by the intellectual capacity to deconstruct how inputs facilitate gameplay loops and storytelling, rather than just possessing reflexive dexterity or 3D navigation skills.
Extra CreditsFeb 2026
Cover of Session: How Does Duolingo Drive Growth At Scale Without Losing Speed Or Quality? - Osman Mansur.
23 min
PocketGamer.biz23 min

Session: How Does Duolingo Drive Growth At Scale Without Losing Speed Or Quality? - Osman Mansur.

Duolingo maintains its position as a leading language-learning platform by fostering a culture of rigorous experimentation and data-driven product development.

  • Duolingo scales its user base by maintaining a 'green machine' culture of continuous A/B testing across all product surfaces to identify and rapidly deploy successful interventions.
  • The company prioritizes long-term retention over short-term monetization, evidenced by the success of over 10 million users maintaining learning streaks of 365 days or more.
  • Growth strategy is driven by a sophisticated model that segments users and focuses resources on high-leverage metrics, such as the 'inactive weekly active user return rate' (IWAR), to boost daily active users.
PocketGamer.bizFeb 2026
Cover of Mastering Creative at Scale: How PokPok Builds Ads That Work
44 min
PocketGamer.biz44 min

Mastering Creative at Scale: How PokPok Builds Ads That Work

Effective creative scaling in the digital children’s entertainment sector relies on a highly structured, hypothesis-driven framework that prioritizes data integrity over high-volume, unorganized experimentation.

  • PokPok scales creative through a hypothesis-driven framework that prioritizes data integrity and systematic iteration over high-volume, unorganized experimentation.
  • To ensure actionable insights, the team uses centralized asset management, strict naming conventions, and granular tracking codes rather than relying on misleading data from low-cost secondary market testing.
  • The production strategy balances AI-assisted brainstorming and B-roll generation with authentic user-generated content, which remains essential for longer-format engagement.
PocketGamer.bizNov 2025
Cover of Videojuegos en el Aula: ¿Qué se está haciendo en España? Manual para docentes 2025
Report43 pages

Videojuegos en el Aula: ¿Qué se está haciendo en España? Manual para docentes 2025

Video games have become a central cultural and educational tool in Spain, where more than 22 million people—over half of them women—play an average of 8.2 hours each week.

  • Spain’s gaming ecosystem is supported by over 22 million players, with women accounting for more than half of the user base and an average weekly playtime of 8.2 hours.
  • Educational integration is facilitated by a standardized infrastructure of platforms including Dok Student, Cokitos, Mundo Primaria, Eutopía, and Escapeweb.
  • Publicly funded titles like ABC Dinos, BookyPets, and Quijote: Quest for Glory utilize RPG and tower-defense mechanics to improve early literacy, while games like Dîrok and El Enigma de Toledo support STEM and history curricula.
AEVIJan 2025
Cover of Bringing Digital Creativity to Secondary Schools: United Kingdom
Report32 pages

Bringing Digital Creativity to Secondary Schools: United Kingdom

The United Kingdom’s current secondary education curriculum suffers from a narrow focus on theoretical computer science, which has contributed to a notable decline in qualification uptake and a persistent gender gap in digital education.

  • The UK secondary curriculum is shifting toward a proposed 'Digital Creativity GCSE' to counter declining qualification uptake and a persistent gender gap in digital education.
  • The new qualification pivots from theoretical computer science to active, project-based production, focusing on audio, visual, and design-thinking disciplines.
  • Curriculum design prioritizes accessibility by ensuring coursework does not require high-specification hardware, aiming to mitigate the digital divide in under-resourced schools.
UkieNov 2024
Cover of Video Games in European Schools: Results from the Games in Schools 2023-2024 Research Project
Report117 pages

Video Games in European Schools: Results from the Games in Schools 2023-2024 Research Project

The Games in Schools 2023-2024 research project provides a comprehensive analysis of the integration of video games into formal education across 26 European countries.

  • While 53% of Europeans play video games and the industry exceeds €25 billion in annual revenue, only 36% of surveyed teachers currently use games in the classroom, with 63% explicitly requesting more professional training.
  • Teachers who do integrate games report significant improvements in student motivation, problem-solving, and psychological capital, noting particular efficacy for special-needs, low-performing, and female students.
  • The primary barriers to adoption include a lack of curriculum-aligned titles, insufficient hardware and broadband infrastructure, and parental concerns regarding screen time and data privacy.
European SchoolnetNov 2024
Cover of Videojuegos en Aulas Europeas: Resultados del Proyecto de Investigación 'Juegos en las Escuelas 2023-2024'
Report139 pages

Videojuegos en Aulas Europeas: Resultados del Proyecto de Investigación 'Juegos en las Escuelas 2023-2024'

The study evaluates how video-games are being integrated into European primary and secondary classrooms and argues that, while games hold clear potential to enhance motivation, cognition and 21st-century competencies, systematic support is still required to translate research into widespread practice.

  • 36% of the 1,474 European teachers surveyed currently integrate video games into their lessons, with over half of those users employing them regularly.
  • The primary barriers to adoption are the difficulty of finding age-appropriate, curriculum-aligned, and GDPR-compliant games (45%) and technical limitations such as inadequate hardware or internet access (42%).
  • Teacher digital competence has risen to a self-reported 7.7/10 since the 2009 baseline, supported by more positive attitudes and increased backing from school leadership.
European SchoolnetNov 2024
Cover of 게임 리터러시 교육 안내서: 게임인식개선을 위한
Report124 pages

게임 리터러시 교육 안내서: 게임인식개선을 위한

Games have evolved beyond simple entertainment to become a significant cultural, artistic, and industrial force, serving as a primary engine for economic growth.

  • The South Korean gaming market exceeded 22 trillion won in value as of 2022, contributing to a global landscape dominated by a duopoly between the United States and China.
  • Game literacy education is being prioritized globally as a core component of media literacy, with countries like Germany, the United States, Japan, and Australia implementing systematic rating and educational frameworks.
  • Daily average game usage times are rising across both PC and mobile platforms, reflecting a universal trend of gaming becoming a primary cultural and economic force.
K-GAMES – Korea Association of Game IndustryJul 2024
Cover of Power: Global Report 2023
Report13 pages

Power: Global Report 2023

The 2023 Global Report on the power of play examines the multifaceted impact of video games on players worldwide, challenging traditional perceptions that categorize gaming solely as entertainment.

  • 71% of global players report that gaming helps reduce feelings of isolation, establishing it as a primary tool for community building.
  • 69% of the 12,847 surveyed gamers across 12 countries utilize video games specifically for stress relief and relaxation.
  • Nearly 50% of all players have formed meaningful personal relationships, including friendships and marriages, through gaming environments.
Entertainment Software AssociationOct 2023

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