A recent
report published by Infinium Global Research on the edutainment market provides
in-depth analysis of segments and sub-segments in the global as well as
regional edutainment market. The study also highlights the impact of drivers,
restraints, and macro indicators on the global and regional edutainment market
over the short term as well as long term. The report is a comprehensive presentation
of trends, forecast and dollar values of the global edutainment market. According
to the report, the global edutainment market is projected to grow at a CAGR of
16.45% over the forecast period of 2021-2027.
The reported study estimated the
market for edutainment to be about USD 1662.3 million in 2021 and will reach
more than 4144.4 million in 2027, with a Compound Annual Growth Rate of 16.45%,
over the forecast period (2021-2027). Edutainment is a type of entertainment
that provides information that is both educational and entertaining at the same
time. Edutainment is a form of entertainment designed to educate as well as to
amuse. Edutainment insists upon the incidental learning of content through play
and it is used in different fields such as academia, corporations, and governments
in order to disseminate content and information. Edutainment can be broadened
to incorporate more modern instructional strategies such as gamification.
Edutainment is a hybrid game that depends heavily on visuals and narratives or
game formats but also incorporates some type of learning objective. Both inside
and outside the classroom help in making learning fun. Edutainment gives
students a field trip to an interactive museum. Edutainment is categorized into
different types such as Traditional Games for Edutainment, Online Games for
Edutainment, Gamification in Edutainment, etc.
The integration advancement in the
technological world in virtual reality gaming in the market is boosting the
overall growth of the market. The increasing number of users in 3D experience
is increasing the engagement of students in their learning habits. Edutainment
platform requires proper’s setup such as projectors, interactive whiteboards,
printers, PCs, laptops, smartphones, and other computing devices that cost high prices for educational institutions, especially in developing
regions such factors are restraints for its growth in the market. Digital and
web-based games in recent years are increasingly incorporating learning
activities and engaging the students for new learnings and the creation of new
ideas. Children are building relationships with their partners in games that
can be observed by the parents as well they can also engage themselves in such
activities influencing to the growth of its market. Nevertheless, the development of
innovative products is expected to provide growth opportunities to the edutainment market in the upcoming future.
Among the regions, the Asia
Pacific region is excepted to grow at a higher rate in the edutainment market in
this region. As this region has a rapidly increasing population globally, the
number of edutainment centers is also increasing at a steady rate. Japan is
focusing on robot construction kits for edutainment applications as they offer
educational leverage. This in turn estimated to boost the edutainment market
growth in Japan. North America accounted for the largest share of the global
edutainment market. Key market players in this region are entering into
strategic partnerships and collaborations with other players for enhancing
their customer base and their presence. Moreover, a significant number of
families visit these centers every year which generates maximum revenue from
the entry fees and tickets due to the rising income among families in this region.
The report on the global edutainment
market covers segments such as gaming type, visitor demographics, and revenue
source. On the basis of gaming type, the sub-markets include interactive,
non-interactive, explorative, and hybrid combinations. On the basis
of visitor demographics, the sub-markets include children (0-12 years),
teenager (13-18 years), young adult (19-25 years). On the basis of revenue
source, the sub-markets include entry fees & tickets, merchandising,
advertising, others.
The report provides profiles of
the companies in the market such as Kidz Holding S.A.L, Kindercity, Legoland
Discovery Center, Pororo Parks, CurioCity, Kidzania, Totter’s Otterville,
Mattel Play Town, Little Explorers, and Plabo.
The report provides deep insights
into demand forecasts, market trends, and micro and macro indicators. In
addition, this report provides insights into the factors that are driving and
restraining the growth in this market. Moreover, The IGR-Growth Matrix analysis
given in the report brings insight into the investment areas that existing
or new market players can consider. The report provides insights into the
market using analytical tools such as Porter's five forces analysis and DRO
analysis of the edutainment market. Moreover, the study highlights current market
trends and provides forecast from 2021-2027. We also have highlighted future
trends in the market that will affect the demand during the forecast period.
Moreover, the competitive analysis given in each regional market brings insight into the market share of the leading players.
Please Choose One of them.