Press release
Global Edutainment Market to Reap USD 4144.4 Million By 2027 | Infinium Global Research
Infinium Global Research, a distinguished market research firm, has released an insightful report on the global and regional Edutainment Market, offering a comprehensive analysis of segments and sub-segments. The report delves into the impact of drivers, restraints, and macro indicators on both short and long-term trends in the global edutainment market. According to the report, the global edutainment market is expected to grow at a substantial Compound Annual Growth Rate (CAGR) of 16.45% during the forecast period of 2021-2027.To Know More Request a Sample of this Report: https://www.infiniumglobalresearch.com/reports/sample-request/34353
Market Insights
The report estimates the global edutainment market to have been valued at approximately USD 1662.3 million in 2021, poised to soar to over USD 4144.4 million by 2027, boasting an impressive Compound Annual Growth Rate of 16.45%. Edutainment, a fusion of education and entertainment, offers both informative and engaging content. It is widely utilized across academia, corporations, and governments to disseminate information, leveraging the concept of incidental learning through play.
The spectrum of edutainment spans various sectors, incorporating modern instructional strategies like gamification. It blends entertainment with learning objectives, making education fun both inside and outside the classroom. Categorized into different types such as Traditional Games for Edutainment, Online Games for Edutainment, and Gamification in Edutainment, it embraces visuals, narratives, and learning objectives.
Driving Factors and Market Trends
Technological advancements, particularly in virtual reality gaming, are propelling the market's growth, offering immersive 3D experiences that engage students in their learning process. However, high setup costs for edutainment platforms, including projectors, interactive whiteboards, and computing devices, pose challenges for educational institutions, particularly in developing regions.
Web-based games have increasingly incorporated learning activities, fostering creativity and relationships among children. This trend contributes to the market's growth as parents observe their children engaging in educational play activities.
Regional Dynamics and Market Segmentation
The Asia Pacific region is projected to witness significant growth in the edutainment market due to its rapidly increasing population, leading to a surge in edutainment centers. Japan, specifically focusing on robot construction kits for educational leverage, is expected to bolster the market growth in the region.
North America commands the largest share in the global edutainment market, with key market players forging strategic partnerships to expand their customer base. Family visits to these centers contribute significantly to revenue generation, owing to rising income levels among families.
Market Segments
The report segments the market based on gaming type (interactive, non-interactive, explorative, and hybrid combinations), visitor demographics (children, teenagers, young adults), and revenue sources (entry fees & tickets, merchandising, advertising, others).
Key Market Players
Profiles of key companies in the edutainment market include Kidz Holding S.A.L, Kindercity, Legoland Discovery Center, Pororo Parks, CurioCity, Kidzania, Totter's Otterville, Mattel Play Town, Little Explorers, and Plabo.
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Table of Content
Chapter 1. Preface
1.1. Report Description
1.2. Research Methods
1.3. Research Approaches
Chapter 2. Executive Summary
2.1. Edutainment Market Highlights
2.2. Edutainment Market Projection
2.3. Edutainment Market Regional Highlights
Chapter 3. Global Edutainment Market Overview
3.1. Introduction
3.2. Market Dynamics
3.2.1.Drivers
3.2.2.Restraints
3.2.3.Opportunities
3.3. Analysis of COVID-19 impact on the Edutainment Market
3.4. Porter's Five Forces Analysis
3.5. IGR-Growth Matrix Analysis
3.5.1.IGR-Growth Matrix Analysis by Gaming Type
3.5.2.IGR-Growth Matrix Analysis by Visitor Demographics
3.5.3.IGR-Growth Matrix Analysis by Revenue Source
3.5.4.IGR-Growth Matrix Analysis by Region
3.6. Value Chain Analysis of Edutainment Market
Chapter 4. Edutainment Market Macro Indicator Analysis
Chapter 5. Global Edutainment Market by Gaming Type
5.1. Interactive
5.2. Non-interactive
5.3. Explorative
5.4. Hybrid Combination
Chapter 6. Global Edutainment Market by Visitor Demographics
6.1. Children (0-12 Years)
6.2. Teenager (13-18 Years)
6.3. Young Adult (19-25 Years)
Chapter 7. Global Edutainment Market by Revenue Source
7.1. Entry Fees & Tickets
7.2. Merchandising
7.3. Advertising
7.4. Others
Chapter 8. Global Edutainment Market by Region 2021-2027
8.1. North America
8.1.1.North America Edutainment Market by Gaming Type
8.1.2.North America Edutainment Market by Visitor Demographics
8.1.3.North America Edutainment Market by Revenue Source
8.1.4.North America Edutainment Market by Country
8.2. Europe
8.2.1.Europe Edutainment Market by Gaming Type
8.2.2.Europe Edutainment Market by Visitor Demographics
8.2.3.Europe Edutainment Market by Revenue Source
8.2.4.Europe Edutainment Market by Country
8.3. Asia-Pacific
8.3.1.Asia-Pacific Edutainment Market by Gaming Type
8.3.2.Asia-Pacific Edutainment Market by Visitor Demographics
8.3.3.Asia-Pacific Edutainment Market by Revenue Source
8.3.4.Asia-Pacific Edutainment Market by Country
8.4. RoW
8.4.1.RoW Edutainment Market by Gaming Type
8.4.2.RoW Edutainment Market by Visitor Demographics
8.4.3.RoW Edutainment Market by Revenue Source
8.4.4.RoW Edutainment Market by Sub-region
Chapter 9. Company Profiles and Competitive Landscape
9.1. Competitive Landscape in the Global Edutainment Market
9.2. Companies Profiles
9.2.1.Kidz Holding S.A.L
9.2.2.Kindercity
9.2.3.Legoland Discovery Center
9.2.4.Pororo Parks
9.2.5.CurioCity
9.2.6.Kidzania
9.2.7.Totter's Otterville
9.2.8.Mattel Play Town
9.2.9.Little Explorers
9.2.10. Plabo
More Insights on this report, Speak to Our Analyst: https://www.infiniumglobalresearch.com/reports/enquiry/34353
Reasons to Buy this Report:
=> Comprehensive analysis of global as well as regional markets of edutainment.
=> Complete coverage of all the product types and application segments to analyze the trends, developments, and forecast of market size up to 2027.
=> Comprehensive analysis of the companies operating in this market. The company profile includes an analysis of the product portfolio, revenue, SWOT analysis, and the latest developments of the company.
=> Infinium Global Research- Growth Matrix presents an analysis of the product segments and geographies that market players should focus on to invest, consolidate, expand, and/or diversify.
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About Infinium Global Research:
Infinium Global Research is a business consulting and market research firm; a group of experts that caters to fulfilling business and market research needs of leading companies in various industry verticals and business segments. The company also serves government bodies, institutes, and non-profit/non-government organizations to meet their knowledge and information needs.
Through our information services and solutions, we assist our clients to improve their performance and assess the market conditions to achieve their organizational goals. Our team of experts and analysts are engaged in continuously monitoring and assessing the market conditions to provide knowledge support to our clients. To help our clients and to stay updated with the advances and inventions in technology, business processes, regulations, and the environment, Infinium often conducts regular meets with industry experts and opinion leaders. Our key opinion leaders are involved in monitoring and assessing the progress in the business environment, so as to offer the best opinion to our clients.
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