Edutainment Market: Global Industry Analysis, Size, Share, Growth, Trends, and Forecast, 2020-2026

Category: Technology & Media Report Format : PDF Report Code: ZMR-5549 Status : Upcoming

Description

Global Edutainment Market: Overview

Edutainment is a trending buzzword in the education industry, combining education and entertainment. A major objective of the edutainment sector is to build interest and attract attention of teenagers and smaller children by engaging with them through a PC monitor that contains bright and colored animations that help in understanding complex concepts. Changing tendencies and the emergence of enhanced technologies are playing a pivotal role in the field of education. Edutainment centers that include science exhibitions, zoos, botanical gardens, aquariums, and children’s museums provide educational benefits apart from amusement and entertainment. The present-day edutainment centers comprise of learning and entertainment at the same time.

In the modern-day digitalized world, more and more people are opting for online courses and e-learning methods besides the traditional classroom settings to enhance their learning experience. These courses range from geography to alphanumeric equations and in this way the nature of education has changed due to edutainment with the help of its ultra-modern approach. Improvised art schools to digitalized classrooms and well-planned environment & infrastructure of the entertainment centers can prove to be a resourceful platform for education doing away with the monotonous traditional classroom exercises. Edutainment is aiming to give importance to inculcating responsibility, maturity, and knowledge to millennials without pressurizing them. Moreover, the edutainment industry recently has gained impetus among Gen-X and the grown-ups alike.

Global Edutainment Market: Growth Factors

Technological advancements can be seen in every corner of the world, and in almost every end-use industry, and has been actively transforming the traditional approaches into more innovative ways. The education industry has also majorly benefitted in the recent times due to the digitalization in this field, and also because of the emergence of newer learning platforms and courses. The surging implementation of internet services and technological development in the educational sectors such as the adoption of virtual reality (VR) and augmented reality (AR) to deliver an engagement-based and more realistic learning experience is one of the key growth factors affecting the global edutainment market in a positive way. Additionally, the enhancement of smart classes and interactive learning across schools and universities is further driving the market development.

However, skepticism in the minds of people about the methodologies of the edutainment sector can slow down the market growth.

Global Edutainment Market: Segmentation

The global edutainment market can be segmented on the basis of edutainment centers, facility size, gaming type, revenue source, component, age group, and region. Based on edutainment centers, the market is categorized into educational parks, indoor play & entertainment centers, and others. Based on facility size, the is classified 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. Explorative, non-interactive, interactive, and hybrid combination games are the major segments of the market by type of game. Based on revenue source, the market is divided into entry fees & tickets, food & beverages, merchandising, advertising, and others. By component, the market is bifurcated into edutainment channels games & applications and edutainment centers. Based on the age group, the global edutainment market is divided into children (0-12 years), teenagers (13-19 years), young adults (20-25 years), and others.

Global Edutainment Market: Regional Analysis

The region of South East Asia within Asia Pacific is expected to rapidly develop in the forecast timeframe. This region accounts for the greatest number of users of smart devices and a very large populace, significantly driving the growth of edutainment market in this region. Moreover, the existence of numerous establishments working in the edutainment segment and the strong competition between them further helps the market development. The surging government and private expenditures on educational technology and innovations is further helping in fast implementation of the edutainment market. The utilization of cloud computing in the field of education is providing newer opportunities for the development of this market.

Global Edutainment Market: Competitive Players

The global edutainment market is extremely fragmented with major players using different strategies that include new product launches, agreements, collaborations, expansions, acquisitions and others to develop their position in the market. The giant companies working in the global edutainment market consist of Kidzania, Pororo Parks, Legoland Discovery Center, EON Reality Inc., FUTTAIM COMPANY, KinderCITY, Totter’s Otterville, Meraas, Jam Origin, Little Explorers, Grey Sim, IdeaCrate Edutainment, UAB Educatus, Plabo, and ConveGenius.

Global Edutainment Market: Regional Segment Analysis

  • North America
    • The U.S.
    • Canada
  • Europe
    • France
    • The UK
    • Spain
    • Germany
    • Italy
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Southeast Asia
    • Rest of Asia Pacific
  • Latin America
    • Brazil
    • Mexico
    • Rest of Latin America
  • Middle East & Africa
    • GCC
    • South Africa
    • Rest of Middle East & Africa

What Reports Provides

  • Full in-depth analysis of the parent market
  • Important changes in market dynamics
  • Segmentation details of the market
  • Former, on-going, and projected market analysis in terms of volume and value
  • Assessment of niche industry developments
  • Market share analysis
  • Key strategies of major players
  • Emerging segments and regional markets
  • Testimonials to companies in order to fortify their foothold in the market.

Table Of Content


Frequently Asked Questions

Technological advancements can be seen in every corner of the world, and in almost every end-use industry, and has been actively transforming the traditional approaches into more innovative ways. The education industry has also majorly benefitted in the recent times due to the digitalization in this field, and also because of the emergence of newer learning platforms and courses. The surging implementation of internet services, and technological development in the educational sectors such as the adoption of virtual reality (VR), and augmented reality (AR) to deliver an engagement-based and more realistic learning experience is one of the key growth factors affecting the global edutainment market in a positive way. Additionally, the enhancement of smart classes and interactive learning across schools and universities is further driving the market development.

However, skepticism in the minds of people about the methodologies of the edutainment sector can   slow down the market growth.

The region of South East Asia within Asia Pacific is expected to rapidly develop in the forecast   timeframe. This region accounts for the greatest number of users of smart devices and a very large populace, significantly driving the growth of edutainment market in this region. Moreover, the existence of numerous establishments working in the edutainment segment and the strong competition between them further helps the market development. The surging government and private expenditures on educational technology and innovations is further helping in fast implementation of the edutainment market. The utilization of cloud computing in the field of education is providing newer opportunities for the development of this market.

The global edutainment market is extremely fragmented with major players using different strategies that include new product launches, agreements, collaborations, expansions,   acquisitions and others to develop their position in the market. The giant companies working in the global edutainment market consist of Kidzania, Pororo Parks, Legoland Discovery Center, EON Reality Inc., FUTTAIM COMPANY, KinderCITY, Totter’s Otterville, Meraas, Jam Origin, Little Explorers, Grey Sim, IdeaCrate Edutainment, UAB Educatus, Plabo, and ConveGenius.

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