Edutainment Market Estimated to Reach USD 3617.5 MN By 2028, With 15.9% CAGR - Credence Research

The key players in the global edutainment market in terms of value and volume include Kidzania, Kindercity, Plabo, Pororo Park, Legoland Discovery Center, Totter’s Otterville, Curiocity, Mattel Play Town, Little Explorers, and Kidz Holding S.A.L.

The latest market report published by Credence Research Inc.?“Global Edutainment Market: Growth, Future Prospects, and Competitive Analysis, 2016 – 2028″. The?Global Edutainment Market generated revenue of around USD 1492.5 million in 2021 and is anticipated to grow a CAGR of over 15.9% during the forecast period from 2022 to 2028 to reach around USD 3617.5 million in 2028. At the same time, the cumulative growth opportunity presented by the global Edutainment is around USD 2125 million during 2022 to 2028.

Adopting edutainment platforms for diverse disciplines increased investment by large educational and gaming enterprises, and acceptance of new technologies such as 3D animation, virtual reality, and the beautiful digital surface will all contribute to the edutainment industry’s continued expansion. In addition, the market’s increasing advancement in virtual reality gaming generates significant potential opportunities. The recent increase in the production of VR headsets, controllers, and other gaming equipment is also impacting the market’s growth.

“Interactive games are king in the educational entertainment market.”

With a large portion of the market’s revenue in 2018, the interactive game sector is the market leader in the edutainment industry. The market is expanding more quickly due to the rising popularity of smartphones and tablets. The rise of smartphones and tablets has sparked the development of engagement-based learning models. The highly interactive multimedia-based educational content is now easily accessible to students via mobile apps on their smartphones. This has driven the market for interactive games. However, due to the increasing adoption of cutting-edge technologies in the educational sector, it is anticipated that the popularity of exploratory games will increase significantly during the forecast period.

“North America dominates the edutainment market”

North America dominates the edutainment market with a revenue share of over 40% in 2018. The region’s rising investment in educational technology is the main driver of the market’s expansion. North America serves as a hub for startups and offers an environment conducive to their expansion. The region’s growing use of tablets and smartphones contributes to the market’s expansion. Additionally, the market’s expansion is accelerated by the presence of the area’s major players in the edutainment sector.

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Edutainment Market Scope

Report Attribute

Details

Market Value in 2021

USD 1492.5 MN

Market Value in 2028

USD 3617.5 MN

CAGR

15.9%

Benchmarking Year

2021

Past data

2016 – 2021

Forecast period

2022 – 2028

The global edutainment market is bifurcated into Gaming Type, Facility Size, Revenue Source, Visitor Demographics, and Geography. Based on gaming type, the market is categorized into interactive, non-interactive, explorative, and hybrid combinations. Based on facility size, the global market is segmented into 5,001 to 10,000 Sq. Ft., 10,001 to 20,000 Sq. Ft., 20,001 to 40,000 Sq. Ft., and 40,000 Sq. Ft. Based on the revenue source, the market is bifurcated as entry fees & tickets, food & beverages, merchandising, advertising, and others. By visitor demographics, the market is categorized into Children (0-12), Teenagers (13-18), Young Adults (19-25), and Adults (25+). Based on geography, the market is segmented as North America, Europe, Asia Pacific, Latin America, and the Middle East, and Africa.

Segmentation of Global Edutainment Market –

Global Edutainment Market – By Gaming Gaming Type

  • Interactive
  • Non-interactive
  • Explorative
  • Hybrid Combination

Global Edutainment Market – By Facility Size

  • 5,001 to 10,000 Sq. Ft.
  • 10,001 to 20,000 Sq. Ft.
  • 20,001 to 40,000 Sq. Ft.
  • 40,000 Sq. Ft.

Global Edutainment Market – By Revenue Source

  • Entry fees & tickets
  • Food & Beverages
  • Merchandising
  • Advertising
  • Others

Global Edutainment Market – By Visitor Demographics

  • Children (0-12)
  • Teenager (13-18)
  • Young Adult (19-25)
  • Adult (25+)

Why to Buy This Report-

  • The report provides a qualitative and quantitative analysis of the global edutainment market by segments, current trends, drivers, restraints, opportunities, challenges, and market dynamics with the historical period from 2016-2020, base year- 2021, and forecast period 2022-2028.
  • The study includes information on the competitive landscape, such as how the market’s major competitors operate on a global, regional, and country basis.
  • In-depth analysis of the global market segmentation on the basis of gaming type, facility size, revenue source, and visitor demographics.
  • Major countries in each region with their growth opportunities.
  • The global edutainment market report also includes the analysis of the market at a global, regional, and country level along with key market trends, major players analysis, market growth strategies, and key application areas.

Browse Full Report with Complete ToC:?https://www.credenceresearch.com/report/edutainment-market

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