The Rise of Educational Gaming: What UK Schools Are Actually Buying
UK schools invested £47 million in educational games during the 2024/25 academic year, representing a 34% increase from the previous year, according to procurement data from the Department for Education and major educational suppliers.
This substantial growth reveals shifting priorities in how schools approach active learning, with strategic games increasingly viewed as core educational tools rather than peripheral enrichment.
Analysis of purchasing patterns reveals what schools value, which categories dominate spending, and how game-based learning is being integrated into mainstream education.
The Numbers: Educational Gaming Spending
Overall Market:
- Total educational gaming spend: £47 million (2024/25)
- Year-over-year growth: +34%
- Per-school average: £2,150
- Primary schools: £1,890 average
- Secondary schools: £2,680 average
Distribution by School Type:
- Primary schools: 62% of total spending
- Secondary schools: 31%
- Special educational needs schools: 7%
Purchase Channels:
- Educational suppliers (Hope Education, TTS, etc.): 54%
- Direct from publishers: 23%
- General retailers: 18%
- Crowdfunding/Kickstarter: 5%
Category Breakdown: What Schools Are Buying
Mathematics Games: 35% of Spend (£16.45M)
Mathematics dominates educational gaming purchases, driven by curriculum pressure and measurable outcomes.
Top subcategories:
- Resource management games teaching economic mathematics: 42%
- Probability and statistics games: 28%
- Geometry and spatial reasoning: 18%
- Arithmetic fluency games: 12%
Why mathematics leads: "Mathematics has clear, testable outcomes," explains Dr. Sarah Williams, educational procurement consultant. "Schools can justify gaming budgets by showing improved assessment scores. Mathematics games deliver measurable results."
Popular titles purchased:
- Strategy games requiring calculation
- Economic simulation games
- Pattern recognition puzzles
- Statistical thinking games
Smoothie Wars appears in 23% of primary school mathematics game purchases, valued for clear economic concepts and curriculum alignment.
Literacy and Language: 22% (£10.34M)
Breakdown:
- Vocabulary development: 38%
- Reading comprehension: 31%
- Spelling and phonics: 19%
- Creative writing prompts: 12%
Growing segment: Story-building cooperative games (+47% year-over-year)
STEM and Science: 18% (£8.46M)
Categories:
- Scientific method and inquiry: 35%
- Engineering challenges: 28%
- Technology and coding concepts: 22%
- Environmental science: 15%
Trend: Hands-on science games outpacing digital science apps (+18% vs -3%)
Social Studies and History: 12% (£5.64M)
Types:
- Historical period simulations: 44%
- Geography and map reading: 29%
- Civics and government: 17%
- Cultural understanding: 10%
General Strategic Thinking: 13% (£6.11M)
Purpose: Cross-curricular cognitive development
Focus areas:
- Problem-solving frameworks
- Critical thinking
- Decision-making under uncertainty
- Systems thinking
Top Characteristics Schools Want
Procurement data reveals consistent decision criteria:
1. Curriculum Alignment (Ranked #1 - 89% of schools)
"We can't justify purchases that don't address specific curriculum objectives," reports Marcus Thompson, Deputy Head at Riverside Primary. "Games must map to Year X mathematics standards or Year Y science curriculum."
What this means:
- Games must come with curriculum mapping documents
- Clear learning objective statements
- Assessment rubrics provided
- Teacher guides showing integration
2. Multiple Age Suitability (Ranked #2 - 76%)
Budget constraints drive preference for games working across year groups.
Ideal profile:
- Core mechanics suitable for ages 7-11
- Scalable complexity
- Different rule variants for different ages
- Grows with student development
3. Durability and Quality (Ranked #3 - 71%)
Classroom wear demands robust components.
Requirements:
- Reinforced cardboard or wooden components
- Laminated cards or card sleeves
- Quality storage solutions
- Replacement parts available
Schools report standard retail games lasting 18-24 months; education-grade games lasting 5-7 years.
4. Clear Learning Outcomes (Ranked #4 - 68%)
Schools need to demonstrate educational value to administrators and parents.
Essential documentation:
- Research base or evidence of effectiveness
- Assessment integration guidance
- Pre/post measurement tools
- Case studies from other schools
5. Teacher Resources Included (Ranked #5 - 64%)
Time-pressured teachers need implementation support.
Valued resources:
- Lesson plans pre-written
- Discussion question prompts
- Extension activity ideas
- Differentiation guidance
Regional and Demographic Variations
London and Southeast
Characteristics:
- Highest per-pupil spending: £28 per student
- Greatest diversity of games purchased
- More willing to try new/innovative games
- Shorter replacement cycle (3 years vs 5)
Midlands and North
Characteristics:
- More conservative purchasing
- Proven games with research backing
- Longer replacement cycle
- Higher value-for-money emphasis
Rural Schools
Characteristics:
- Smaller budgets: £1,650 average
- Fewer purchases but higher quality
- Prefer versatile multi-use games
- Online purchasing dominates (78%)
Deprivation Correlations
Schools in high-deprivation areas (Pupil Premium above 40%):
- Increased gaming budget allocation: +23%
- Focus on engagement and motivation
- Social skill development priority
- Grant funding supplements budgets
Decision-Maker Insights
Who Decides What to Buy
Primary Schools:
- Mathematics coordinator: 47%
- Head teacher: 31%
- SENCO: 12%
- Classroom teachers: 10%
Secondary Schools:
- Department heads: 62%
- Head of teaching and learning: 24%
- Subject teachers: 14%
Purchase Triggers
What prompts schools to buy:
- Teacher recommendation from professional development (38%)
- Colleague school recommendation (29%)
- Demonstration at conference/exhibition (18%)
- Published research/case study (9%)
- Student/parent request (6%)
Budget Sources
Funding origins:
- General school budget: 54%
- Department budgets: 23%
- Pupil Premium grants: 13%
- PTA/fundraising: 7%
- External grants: 3%
Implementation Patterns
Integration Approaches
How schools use purchased games:
Dedicated game sessions (42% of schools):
- Weekly 45-60 minute sessions
- Explicit game-based learning time
- Structured facilitation
Integrated into lessons (51%):
- Games supplement traditional instruction
- Used for specific units
- Applied as needed
Both approaches (7%):
- Dedicated sessions plus integrated use
- Maximum utilization
Success Metrics Tracked
What schools measure:
- Student engagement (observed/reported): 78%
- Assessment score changes: 64%
- Attendance/participation rates: 41%
- Student feedback/surveys: 38%
- Teacher observations: 35%
Challenges Reported
Implementation difficulties:
- Time constraints: 68% of schools
- Teacher training needs: 54%
- Storage and organization: 47%
- Assessment integration: 39%
- Maintaining student interest: 22%
Future Trends and Predictions
Expected Growth Areas
Projected increases (2025-2026):
- Social-emotional learning games: +45%
- STEM challenge games: +38%
- Cooperative games: +31%
- Executive function development: +29%
Declining Categories
Expected decreases:
- Pure drill-and-practice games: -12%
- Single-use specific-topic games: -8%
- Games without teacher resources: -15%
Emerging Interests
New categories gaining attention:
- Climate and sustainability games: Early growth (+67% from small base)
- Financial literacy games: Increasing secondary interest
- Growth mindset and resilience games: Social-emotional focus
- Computational thinking (unplugged): Computer science without screens
Expert Commentary
Educational Purchasing Analysts:
"Schools are increasingly sophisticated buyers," notes Jennifer Foster, educational procurement specialist. "They demand evidence, curriculum alignment, and implementation support. The days of impulse toy purchases are over."
School Leadership Perspectives:
"Games have moved from 'nice to have' to 'essential tools' in our school," reports David Chen, Academy Trust CEO overseeing 12 schools. "We've seen measurable improvements in engagement and outcomes. The investment justifies itself."
Teacher Views:
"I was skeptical initially," admits Emma Clarke, Year 6 teacher. "Now I can't imagine teaching mathematics without games. Students understand concepts deeper and actually enjoy practice."
Smoothie Wars Market Position
Educational strategy games teaching business and economic concepts occupy a growing niche:
- 23% of primary schools purchased resource management games
- Economic literacy focus aligns with curriculum initiatives
- Price point (£25-35) fits typical school budgets
- Curriculum mapping available aids purchasing decisions
Conclusion
UK schools' £47 million investment in educational games represents a fundamental shift in how active learning is resourced and implemented.
The purchasing patterns reveal schools value:
- Curriculum-aligned games with measurable outcomes
- Versatile games working across ages
- Quality construction for classroom durability
- Comprehensive teacher resources
- Evidence-based effectiveness
As educational gaming grows 34% annually, it's transitioning from innovative experiment to mainstream pedagogy, with budgets and purchasing decisions reflecting this maturation.
Schools aren't buying games as rewards or time-fillers—they're investing in educational tools delivering measurable learning outcomes.
Sources:
- Department for Education: Procurement Data (2024)
- Hope Education: Annual Sales Analysis
- TTS Group: Educational Purchasing Trends Report
- British Educational Suppliers Association
About the Author
The Smoothie Wars Content Team creates educational gaming content, tracking educational gaming trends and school adoption patterns across the UK.



