Edutainment Market: Global Industry Analysis by Size, Share, Growth, Sourcing Strategy, Scope, Demand and Forecast to 20

The Edutainment market industry is projected to grow from USD 5.76 Billion in 2022 to USD 17.99 billion by 2030, exhibiting a compound annual growth rate (CAGR) of 17.99% during the forecast period (2022 - 2030).

Market Research Future Insights

According to MRFR analysis, the global Edutainment market is expected to register a CAGR of ~ 11.61%  from 2020  to 2027 and hold a value of over USD 10.11 Billion by 2027.

The Edutainment market is a great way to combine education and entertainment efficiently. With the growing digitalization and urbanization, there is a need for more educational institutions to incorporate digital methods for learners. The Edutainment market efficiently inculcates educational content with engaging games, benefiting children immensely. In recent times, the outbreak of COVID-19 has caused severe disruption to key manufacturing operations and various industrial verticals globally. This in turn has had a significant knock-on effect on the Edutainment market value as several countries' supply chains have been disrupted. With stringent restrictions in place due to the pandemic, many education systems have been forced to adopt digital learning methods.

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Regional Analysis:

In the Asia-pacific region, the Edutainment market is projected to grow at a higher rate during the forecast period. This is due to the presence of a large number of telecommunication enterprises in the region. In addition, the affordable and strong internet connectivity provides a solid foundation for the Edutainment market to grow during the forecast period. The increasing consumer base for smartphones and smartphone-enabled online gaming platforms, as well as the increasing number of applications in smart devices and gaming devices, are all promoting the overall growth of the Edutainment market.

Market Segmentation:

The global Edutainment market has been segmented into product type, application, and end user.

Based on visitor demographics, the market has been segmented into Children (0-12 years), Teenagers (13-18 years), Young adults (19-25 years), Adult (25+ years). The children's segment is expected to grow in the edutainment market due to the popularity of digital media and the rise in the number of working parents. The popularity of digital media has led to a rise in the number of edutainment products and services being offered online. This has created a need for educational content that can be accessed by children via the internet.

Based on gaming type, the market has been segmented into Interactive, Non-interactive, Explorative, and Hybrid Combinations. The interactive segment is expected to grow in the edutainment market due to the high demand for educational content that is entertaining and engaging. Additionally, the growing popularity of tablets and other mobile devices has made it easier for children to access these products.

Based on revenue source, the market has been segmented into Entry fees tickets, Food Beverages, Merchandising, Advertising, and Others. The Advertising segment is expected to grow in the edutainment market due to the continued popularity of online advertising. This growth is being driven by the continued shift of advertising budgets to online channels, as well as the continued growth of the online population.

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Based on Visitor Demographics: 

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

 Based on Gaming Type: 

  • Interactive
  • Non-interactive
  • Explorative
  • Hybrid Combination

 Based on Facility Size: 

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

 Based on Revenue Source: 

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

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Key Players:

Some of the key market players are Brightcove Inc. Tata Sons Private Limited KNeoMedia Limited KidZania Operations S.A.R.L. Kramer Electronics LEGOLAND Discovery Center Kaltura Inc. Kidz Holding S.A.L. AEL Data Services LLP Meraas Reliance Jio Infocomm Limited d'Vinci Interactive Inc. zSpace Inc and Time4Learning.

Table Of Contents

1. EXECUTIVE SUMMARY

1.1. Market Attractiveness Analysis

1.1.1. Global Edutainment Market, By Service Type

1.1.2. Global Edutainment Market, By Revenue Source

1.1.3. Global Edutainment Market, By End User

1.1.4. Global Edutainment Market, By Region

2. MARKET INTRODUCTION

2.1. Definition

2.2. Scope Of The Study

2.3. Market Structure

2.4. Key Buying Criteria

2.5. Macro Factor Indicator Analysis

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Market Research Future (MRFR) is a global market research company that takes pride in its services, offering a complete and accurate analysis with regard to diverse markets and consumers worldwide. MRFR’s approach combines the proprietary information with various data sources to give an extensive understanding to the client about the latest key developments, expected events and also about what action to take based on these aspects.

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