Global Edutainment Market Analysis, Drivers, Restraints, Opportunities, Threats, Trends, Applications, and Growth Forecast: 2019–2028
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May 2023
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This report was compiled by Research Team Research team of over 50 passionate professionals leverages advanced research methodologies and analytical expertise to deliver insightful, data-driven market intelligence that empowers businesses across diverse industries to make strategic, well-informed Correspondence Research Team Linkedin | Detailed Market research Methodology Our methodology involves a mix of primary research, including interviews with leading mental health experts, and secondary research from reputable medical journals and databases. View Detailed Methodology Page
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“Global Edutainment Market Analysis Trends, Applications, Analysis, Growth, and Forecast to 2028” is a recent report generated by MarketResearch.biz. The global edutainment market report has been segmented as gaming type, revenue source, visitor demographics, and region.
Global Edutainment Market: Overview
Edutainment, a combination of education and entertainment, refers to software and technologies which make combination of entertainment and education. These technologies and products make education more interesting for students. This technology is available in various forms. Edutainment centers such as science exhibition, botanical gardens, aquariums, and children museum offer education as well as entertainment.
Global Edutainment Market: Dynamics
Developing industry trends by time related to learning while entertainment, and advent of new technologies are major factors expected to drive growth of the global edutainment market. In addition, many leading players are developing various online gaming which are more attractive and interesting for children and younger generation, and increasing investments by key players to enhance customer experience and expand their product portfolio are other factors expected to drive growth of the global edutainment market.
Moreover, advanced technologies such as virtual reality technology and availability of enhanced versions in the field of education are factors anticipated to drive growth of the global edutainment market. Furthermore, increasing adoption of advanced technologies such as attractive digital surface and 3-D animation to create new advanced gaming technology in order to offer enhanced gaming experience are additional factors expected to drive growth of the global edutainment market. Increasing usage of video streaming, mobile application, and social media are expected to boost the target market growth.
Moreover, increasing merger and collaboration activities across various advanced technology providers and development of edutainment centers including artificial intelligence, mixed reality, and Internet of things are factors projected to drive growth of the global edutainment market.
High investment cost is a major factor expected to hamper growth of the global edutainment market.
In addition, lack of knowledge about edutainment, especially in developing countries, is another factor expected to hamper growth of the global edutainment market to a certain extent.
Global Edutainment Market: Segment Analysis
Among gaming type segments, the explorative gaming type segment is anticipated to dominate global edutainment market with highest revenue share. High demand for explorative gaming type in various countries is a major factor expected to drive revenue growth of this segment in the target market.
Global Edutainment Market: Region Analysis
North America market is projected to account for highest revenue share in the global edutainment market. Increasing permeation, high adoption of the edutainment systems, and presence of leading vendors in countries in the North America are factors expected to drive growth of the global edutainment market in the North America. Furthermore, increasing adoption of edutainment in the countries such as in India and Japan in Asia Pacific is a major factor expected to drive growth of the Asia Pacific market. Asia Pacific market is expected to register highest revenue growth owing to availability of highly skilled professionals in the field of technology in countries in the region.
Global Edutainment Market Segmentation:
Segmentation by Gaming Type:
- Interactive
- Non-interactive
- Explorative
- Hybrid Combination
Segmentation by Revenue Source:
- Entry Fees and Tickets
- Food and Beverages
- Merchandising
- Advertising
Segmentation by Visitor Demographics:
- Children (0-12 years)
- Teenager (13-18 years)
- Young adult (19-25 years)
- Adult (25+ years)
Segmentation by Region:
- North America
- Latin America
- Europe
- Asia Pacific
- Middle East & Africa
Attribute Report Details Market Size Ask For Market Size Growth Rate Ask For Growth Rate Key Companies Ask For Companies Report Coverage Revenue analysis, Competitive landscape, Key company analysis, Market Trends, Key segments, Distribution Channel, Market Dynamics, COVID-19 Impact Analysis and more… Historical Data Period 2015-2020 Base Year 2022 Forecast Period 2022-2031 Region Scope North America, Europe, Asia-Pacific, South America, Middle East & Africa Country Scope United States, Canada and Mexico, Germany, France, UK, Russia and Italy, China, Japan, Korea, India and Southeast Asia, Brazil, Argentina, Colombia etc.Saudi Arabia, UAE, Egypt, Nigeria and South Africa Revenue in US$ Mn -
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