Global Edutainment Market to reach USD 9158.52 million by 2027

Global Edutainment Market Size study, by Type (Interactive, Non-interactive, Hybrid combination, Explorative games) by Application (Children (0-12 years), Teenager (13-18 years), Young adult (19-25 years), Adult (25+ years)) and Regional Forecasts 2020-2027
Product Code:  OIREI_10722984
Chapter 1. Executive Summary 
 1.1. Market Snapshot
 1.2. Global & Segmental Market Estimates & Forecasts, 2018-2027 (USD Million)
 1.2.1. Edutainment Market, by Region, 2018-2027 (USD Million)
 1.2.2. Edutainment Market, by Type, 2018-2027 (USD Million)
 1.2.3. Edutainment Market, by Application, 2018-2027 (USD Million)
 1.3. Key Trends
 1.4. Estimation Methodology
 1.5. Research Assumption
 Chapter 2. Global Edutainment Market Definition and Scope 
 2.1. Objective of the Study
 2.2. Market Definition & Scope
 2.2.1. Scope of the Study
 2.2.2. Industry Evolution
 2.3. Years Considered for the Study
 2.4. Currency Conversion Rates
 Chapter 3. Global Edutainment Market Dynamics 
 3.1. Edutainment Market Impact Analysis (2018-2027)
 3.1.1. Market Drivers
 3.1.2. Market Challenges
 3.1.3. Market Opportunities
 Chapter 4. Global Edutainment Market Industry Analysis
 4.1. Porter’s 5 Force Model
 4.1.1. Bargaining Power of Suppliers
 4.1.2. Bargaining Power of Buyers
 4.1.3. Threat of New Entrants
 4.1.4. Threat of Substitutes
 4.1.5. Competitive Rivalry
 4.1.6. Futuristic Approach to Porter’s 5 Force Model (2017-2027)
 4.2. PEST Analysis
 4.2.1. Political 
 4.2.2. Economical
 4.2.3. Social 
 4.2.4. Technological 
 4.3. Investment Adoption Model
 4.4. Analyst Recommendation & Conclusion
 Chapter 5. Global Edutainment Market, by Type 
 5.1. Market Snapshot 
 5.2. Global Edutainment Market by Type, Performance - Potential Analysis
 5.3. Global Edutainment Market Estimates & Forecasts by Type 2017-2027 (USD Million)
 5.4. Edutainment Market, Sub Segment Analysis
 5.4.1. Interactive
 5.4.2. Non-interactive
 5.4.3. Hybrid combination
 5.4.4. Explorative games
 Chapter 6. Global Edutainment Market, by Application 
 6.1. Market Snapshot 
 6.2. Global Edutainment Market by Application, Performance - Potential Analysis
 6.3. Global Edutainment Market Estimates & Forecasts by Application 2017-2027 (USD Million)
 6.4. Edutainment Market, Sub Segment Analysis
 6.4.1. Children (0-12 years)
 6.4.2. Teenager (13-18 years)
 6.4.3. Young adult (19-25 years)
 6.4.4. Adult (25+ years)
 Chapter 7. Global Edutainment Market, Regional Analysis
 7.1. Edutainment Market, Regional Market Snapshot 
 7.2. North America Edutainment Market 
 7.2.1. U.S. Edutainment Market
 7.2.1.1. Type breakdown estimates & forecasts, 2017-2027 
 7.2.1.2. Application breakdown estimates & forecasts, 2017-2027 
 7.2.2. Canada Edutainment Market
 7.3. Europe Edutainment Market Snapshot 
 7.3.1. U.K. Edutainment Market 
 7.3.2. Germany Edutainment Market
 7.3.3. France Edutainment Market
 7.3.4. Spain Edutainment Market
 7.3.5. Italy Edutainment Market
 7.3.6. Rest of Europe Edutainment Market
 7.4. Asia-Pacific Edutainment Market Snapshot
 7.4.1. China Edutainment Market 
 7.4.2. India Edutainment Market 
 7.4.3. Japan Edutainment Market
 7.4.4. Australia Edutainment Market
 7.4.5. South Korea Edutainment Market
 7.4.6. Rest of Asia Pacific Edutainment Market
 7.5. Latin America Edutainment Market Snapshot
 7.5.1. Brazil Edutainment Market
 7.5.2. Mexico Edutainment Market
 7.6. Rest of The World Edutainment Market
 
 Chapter 8. Competitive Intelligence
 8.1. Top Market Strategies
 8.2. Company Profiles
 8.2.1. Pororo Parks
 8.2.1.1. Key Information
 8.2.1.2. Overview
 8.2.1.3. Financial (Subject to Data Availability)
 8.2.1.4. Product Summary
 8.2.1.5. Recent Developments
 8.2.2.  Kidzania 
 8.2.3. Plabo 
 8.2.4. Legoland Discovery Center 
 8.2.5. CurioCity 
 8.2.6. Kindercity 
 8.2.7. Mattel Play! Town 
 8.2.8. Totter's Otterville 
 8.2.9. Kidz Holding S.A.L 
 8.2.10. Little Explorers
 Chapter 9. Research Process
 9.1. Research Process
 9.1.1. Data Mining
 9.1.2. Analysis
 9.1.3. Market Estimation
 9.1.4. Validation
 9.1.5. Publishing
 9.2. Research Attributes
 9.3. Research Assumption

Global Edutainment Market is valued approximately USD 2860.55 million in 2019 and is anticipated to grow with a healthy growth rate of more than 16.13 % over the forecast period 2020-2027. Edutainment is the combination of “education” and “entertainment.” It describes any form of entertainment that is educational. The goal of edutainment is to make learning enjoyable and fun. Edutainment is found inside and outside of classrooms and exists across several types of media. Some are passive, while others are interactive. It is used to teach any topic including mathematics, history, science and technology. The edutainment centers are the places that are visited by the children or their parents during the field trips such as aquariums, zoos, botanical gardens, science and children’s museum and these places have the educational aspects with the addition of amusement or entertainment. The increasing penetration of smart devices mainly Smartphones and tablets across the globe drives the market growth Further, increasing investments from large gaming and educational business drives the market growth. For instance, in June 2020, Interactive Software Federation of Europe (ISFE) member Spidor, representing the video games industry in Poland, has announced that the video game “This War of Mine” will be put on the official reading list for high school students in Poland from the next academic year 2020/2021 and will be made available free of charge to promote the teaching of sociology, ethics, philosophy and history. Also, increasing shift towards online learning owing to the COVID-19 pandemic and flexibility of learning fosters market growth. However, design complexity impedes the growth of the market over the forecast period of 2020-2027. Although, integration of advanced technologies such as Artificial Intelligence and Augmented Reality and Virtual Reality presents a lucrative opportunity for the market.

The regional analysis of global Edutainment market is considered for the key regions such as Asia Pacific, North America, Europe, Latin America and Rest of the World. North America is the leading/significant region across the world in terms of market share owing to the early adoption of technology and well-established infrastructure. Whereas, Asia-Pacific is also anticipated to exhibit highest growth rate / CAGR over the forecast period 2020-2027. Factors such as rapidly increasing smart phone penetration along with establishment of Edutainment centers would create lucrative growth prospects for the Edutainment market across Asia-Pacific region.

Major market player included in this report are:
Pororo Parks
Kidzania
Plabo
Legoland Discovery Center
CurioCity
Kindercity
Mattel Play! Town
Totter’s Otterville
Kidz Holding S.A.L
Little Explorers
The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming eight years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within each of the regions and countries involved in the study. Furthermore, the report also caters the detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, the report shall also incorporate available opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:
By Type:
Interactive
Non-interactive
Hybrid combination
Explorative games
By Application:
Children (0-12 years)
Teenager (13-18 years)
Young adult (19-25 years)
Adult (25+ years)

By Region:
North America
U.S.
Canada
Europe
UK
Germany
France
Spain
Italy
ROE

Asia Pacific
China
India
Japan
Australia
South Korea
RoAPAC
Latin America
Brazil
Mexico
Rest of the World

Furthermore, years considered for the study are as follows:

Historical year – 2017, 2018
Base year – 2019
Forecast period – 2020 to 2027

Target Audience of the Global Edutainment Market in Market Study:

Key Consulting Companies & Advisors
Large, medium-sized, and small enterprises
Venture capitalists
Value-Added Resellers (VARs)
Third-party knowledge providers
Investment bankers
Investors


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