Edutainment Market (Gaming Type - Interactive, Non-interactive, Explorative, and Hybrid Combination; Visitor Demographics - Children (0-12 Years), Teenager (13-18 Years), and Young Adult (19-25 Years); Revenue Source - Entry Fees & Tickets, Merchandising, Advertising, and Others): Global Industry Analysis, Trends, Size, Share and Forecasts to 2027

Edutainment Market (Gaming Type - Interactive, Non-interactive, Explorative, and Hybrid Combination; Visitor Demographics - Children (0-12 Years), Teenager (13-18 Years), and Young Adult (19-25 Years); Revenue Source - Entry Fees & Tickets, Merchandising, Advertising, and Others): Global Industry Analysis, Trends, Size, Share and Forecasts to 2027

Report Code: ICT003056 Category: Electronics, ICT and Semiconductors Published: January, 2022

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.

 

Market Insight

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.

 

global-edutainment-market


Segment Covered

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.

 

Companies Profiled:

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.

 

Report Highlights:

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.


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