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Edutainment Market to reach USD 17.99 Billion, with a 17.99% CAGR by 2030
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).

Edutainment Market

Market Research Future Insights

According to MRFR analysis, the global 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).

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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Edutainment is a form of media that combines entertainment and education in order to engage and motivate its audience. It can take many forms, such as films, games, toys, and experiences, and is often used in the classroom as an alternative to more traditional methods of teaching. Edutainment is also used in corporate settings to help employees learn new skills and develop their understanding of different topics. Edutainment Arts is a company that specializes in providing edutainment experiences for children, offering activities such as music, storytelling, theatre, and other creative performances.

Edutainment is often used in education and development contexts to combine entertainment with educational content in order to increase motivation and engagement, enhance concentration, and provide an enjoyable learning experience. It is often used in classrooms as media, games, toys, and experiences that mix fun and learning to motivate students. Edutainment is also used to teach people about natural resources, health and wellness, and other topics. In addition, edutainment can be used to promote public awareness and social change.

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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About Market Research Future (MRFR):

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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