Global Edutainment Market Analysis, Drivers, Restraints, Opportunities, Threats, Trends, Applications, and Growth Forecast: 2019–2028
“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 Segmentation:
Segmentation by Gaming Type:
- Hybrid Combination
Segmentation by Revenue Source:
- Entry Fees and Tickets
- Food and Beverages
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
- Asia Pacific
- Middle East & Africa
Particular Scope Region
- North America
- Rest of Europe
- Asia Pacific
- South Korea
- Rest of Asia Pacific
- Latin America
- Rest of Latin America
- Middle East and Africa
- South Africa
- Rest of Middle East and Africa
Actual Year 2017 Estimated Year 2018 Forecast Period 2018–2028 Revenue in US$
- Legoland Discovery Center
- Pororo Parks
- Totter's Otterville
- Mattel Play Town
- Little Explorers Preschool
- Kidz Holding
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