Press Resease

Edutainment Market - By Edutainment Centers (Educational Parks and Indoor Play & Entertainment Centers), By Game Type (Hybrid, Explorative, Non-Interactive, and Interactive), By Age Group (Children, Teenagers, and Adults), And By Region- Global Industry Perspective, Comprehensive Analysis, and Forecast, 2021 – 2028

Published Date: 08-Jul-2021 Category: Technology & Media Report Format : PDF Pages: 130 Report Code: ZMR-5549 Status : Published

The global Edutainment market accrued earnings worth approximately 3.02 (USD Billion) in 2020 and is predicted to gain revenue of about 10.83(USD Billion) by 2028, is set to record a CAGR of nearly 17.2% over the period from 2021 to 2028.

Description

The global Edutainment market accrued earnings worth approximately 3.02 (USD Billion) in 2020 and is predicted to gain revenue of about 10.83(USD Billion) by 2028, is set to record a CAGR of nearly 17.2% over the period from 2021 to 2028. The report offers assessment and analysis of the Edutainment market on a global and regional level. The study offers a comprehensive assessment of the market competition, constraints, revenue estimates, opportunities, evolving trends, and industry-validated data. The report provides historical data from 2018 to 2020 along with a forecast from 2021 to 2028 based on revenue (USD Billion).

Report Scope :

Edutainment Market: Overview

Edutainment has become a catchphrase of education sector blending entertainment with educational activities. It helps in simplifying and explaining complex concepts in education through effective use of tools such as video games, television programs, social media, and web. Apart from this, edutainment makes understanding of the concepts more articulate and easy and is intended to be both educational as well as enjoyable. In addition to this, edutainment is utilized by various academic institutions and governments in different countries for imparting information in classrooms through internet, televisions, social networking sites, and other modes of communication, thereby influencing end-user views & opinions along with impacting their perception & bringing behavioral change.

Furthermore, edutainment centers encompass science exhibitions, aquariums, zoos, botanical gardens, and children’s museums. It provides educational benefits apart from amusement and entertainment. The present-day edutainment units inculcate both learning and entertainment.

Edutainment Market: Growth Dynamics

A major objective of edutainment sector is to build interest and attract attention of teenagers and small children by engaging them through a PC. Outbreak of COVID-19 pandemic and growing digitization has prompted use of e-learning tools by educational institutes for imparting online education to students at homes. In addition to this, use of bright & colored animations has further helped in simplifying complex ideas for students along with improving their learning experience. Launching of new technologies are playing a pivotal role in education domain along with leveraging edutainment business. All these aforementioned aspects are slated to enlarge scope of edutainment industry over the upcoming years.

Additionally, growing improvisation & digitization witnessed in art schools and classrooms and well-developed infrastructure of the entertainment centers can benefit growth of edutainment market. Edutainment activities have proved to be a key platform and major foundation of education industry and has proven to be best alternative tool over conventional classroom training sessions. Apart from this, the key priority of edutainment activities is to make teenagers, millennials, and students aware of their responsibility and accountability without putting pressure on them. Moreover, the edutainment industry is becoming more popular among both Generation-X & grown-ups alike.

Moreover, onset of new technologies such as artificial intelligence and IoT is anticipated to bring paradigm shift in edutainment industry over the ensuing years. Apart from this, massive use of augmented reality and virtual reality for enhancing student engagement and improving learning curve of individuals will drive market trends. Facilitation of interactive learning activities will spur business landscape over the span of next couple of years.

Regional Landscape

Asia Pacific Edutainment Market To Record Noteworthy Growth Over 2021-2028

The growth of edutainment industry in Asia Pacific zone over assessment period is owing to surge in number of smart equipment users in the sub-continent. Apart from this, presence of key players and establishments in the region will steer regional business growth over the upcoming years. Large-scale allocation of funds by government & private firms on developing new technologies to boost educational activities in the region will create lucrative growth avenues for edutainment industry in APAC over the years to come. Surge in use of cloud computing technology in education industry will prop up regional market size in the years to come.

Competitive Landscape

Key players profiled in the study include Grey Sim, Kidzania, Plabo, Pororo Parks, Legoland Discovery Center, UAB Educatus, EON Reality Inc., FUTTAIM COMPANY, KinderCITY, Totter’s Otterville, Meraas, IdeaCrate Edutainment, Jam Origin, Little Explorers, and ConveGenius.

The global Edutainment Market is segmented as follows:

By Edutainment Centers  

  • Educational Parks
  • Indoor Play & Entertainment Centers

By Game Type

  • Explorative
  • Non-Interactive
  • Interactive

By Age Group

  • Children
  • Teenagers
  • Adults

By Region

  • 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

Table Of Content

  • Chapter 1. Preface
    • 1.1. Report Description and Scope
    • 1.2. Research Scope
    • 1.3. Research Methodulogy
      • 1.3.1. Market Research Type
      • 1.3.2. Market Research Methodulogy
  • Chapter 2. Executive Summary
    • 2.1. Edutainment Market, 2018–2028(USD Billion)
    • 2.2. Edutainment Market: Snapshot
  • Chapter 3. Global Edutainment Market– Edutainment Centers Analysis
    • 3.1. Edutainment Market: Market Dynamics
    • 3.2. Market Drivers
      • 3.2.1. Improvisation & digitization witnessed in art schouls and classrooms and well-developed infrastructure of the entertainment centers can prop edutainment market size over 2021-2028.
      • 3.2.2. Massive use of augmented reality and virtual reality for raising student engagement and enhancing learning curve of individuals will drive business trends.
    • 3.3. Porter’s Five Forces Analysis
    • 3.4. Market Attractiveness Analysis
      • 3.4.1. Market attractiveness analysis By Edutainment Centers
      • 3.4.2. Market attractiveness analysis By Game Type
      • 3.4.3. Market attractiveness analysis By Age Group
  • Chapter 4. Global Edutainment Market– Competitive Landscape
    • 4.1. Company market share analysis
      • 4.1.1. Global Edutainment Market: company market share, 2019
    • 4.2. Strategic development
      • 4.2.1. Acquisitions & mergers
      • 4.2.2. New Technulogy launches
      • 4.2.3. Agreements, partnerships, cullaborations, and joint ventures
      • 4.2.4. Research and development and Regional expansion
    • 4.3. Price trend analysis
  • Chapter 5. Global Edutainment Market– Edutainment Centers Analysis
    • 5.1. Global Edutainment Market overview: By Edutainment Centers
      • 5.1.1. Global Edutainment Market share, By Edutainment Centers , 2020 and 2028
    • 5.2. Educational Parks
      • 5.2.1. Global Edutainment Market by Educational Parks , 2018–2028(USD Billion)
    • 5.3. Indoor Play & Entertainment Centers
      • 5.3.1. Global Edutainment Market by Indoor Play & Entertainment Centers, 2018–2028(USD Billion)
  • Chapter 6. Global Edutainment Market– Game Type Analysis
    • 6.1. Global Edutainment Market overview: By Game Type
      • 6.1.1. Global Edutainment Market share, By Game Type, 2020 and 2028
    • 6.2. Explorative
      • 6.2.1. Global Edutainment Market by Explorative, 2018–2028(USD Billion)
    • 6.3. Non-Interactive
      • 6.3.1. Global Edutainment Market by Non-Interactive, 2018–2028(USD Billion)
    • 6.4. Interactive
      • 6.4.1. Global Edutainment Market by Interactive, 2018–2028(USD Billion)
  • Chapter 7. Global Edutainment Market– Age Group Analysis
    • 7.1. Global Edutainment Market overview: By Age Group
      • 7.1.1. Global Edutainment Market share, By Age Group, 2020 and 2028
    • 7.2. Adults
      • 7.2.1. Global Edutainment Market by Adults, 2018–2028(USD Billion)
    • 7.3. Children
      • 7.3.1. Global Edutainment Market by Children, 2018–2028(USD Billion)
    • 7.4. Teenagers
      • 7.4.1. Global Edutainment Market by Teenagers, 2018–2028(USD Billion)
  • Chapter 8. Company Profiles
    • 8.1. Grey Sim
      • 8.1.1. Overview
      • 8.1.2. Financials
      • 8.1.3. Technulogy Portfulio
      • 8.1.4. Business Strategy
      • 8.1.5. Recent Developments
    • 8.2. Kidzania
      • 8.2.1. Overview
      • 8.2.2. Financials
      • 8.2.3. Technulogy Portfulio
      • 8.2.4. Business Strategy
      • 8.2.5. Recent Developments
    • 8.3. Plabo
      • 8.3.1. Overview
      • 8.3.2. Financials
      • 8.3.3. Technulogy Portfulio
      • 8.3.4. Business Strategy
      • 8.3.5. Recent Development
    • 8.4. Pororo Parks
      • 8.4.1. Overview
      • 8.4.2. Financials
      • 8.4.3. Technulogy Portfulio
      • 8.4.4. Business Strategy
      • 8.4.5. Recent Development
    • 8.5. Leguland Discovery Center
      • 8.5.1. Overview
      • 8.5.2. Financials
      • 8.5.3. Technulogy Portfulio
      • 8.5.4. Business Strategy
      • 8.5.5. Recent Development
    • 8.6. UAB Educatus
      • 8.6.1. Overview
      • 8.6.2. Financials
      • 8.6.3. Technulogy Portfulio
      • 8.6.4. Business Strategy
      • 8.6.5. Recent Development
    • 8.7. EON Reality Inc.
      • 8.7.1. Overview
      • 8.7.2. Financials
      • 8.7.3. Technulogy Portfulio
      • 8.7.4. Business Strategy
      • 8.7.5. Recent Development
    • 8.8. FUTTAIM COMPANY
      • 8.8.1. Overview
      • 8.8.2. Financials
      • 8.8.3. Technulogy Portfulio
      • 8.8.4. Business Strategy
      • 8.8.5. Recent Development
    • 8.9. KinderCITY
      • 8.9.1. Overview
      • 8.9.2. Financials
      • 8.9.3. Technulogy Portfulio
      • 8.9.4. Business Strategy
      • 8.9.5. Recent Development
    • 8.10. Totter’s Otterville
      • 8.10.1. Overview
      • 8.10.2. Financials
      • 8.10.3. Technulogy Portfulio
      • 8.10.4. Business Strategy
      • 8.10.5. Recent Development
    • 8.11. ConveGenius
      • 8.11.1. Overview
      • 8.11.2. Financials
      • 8.11.3. Technulogy Portfulio
      • 8.11.4. Business Strategy
      • 8.11.5. Recent Development
    • 8.12. Little Explorers
      • 8.12.1. Overview
      • 8.12.2. Financials
      • 8.12.3. Technulogy Portfulio
      • 8.12.4. Business Strategy
      • 8.12.5. Recent Development
    • 8.13. Jam Origin
      • 8.13.1. Overview
      • 8.13.2. Financials
      • 8.13.3. Technulogy Portfulio
      • 8.13.4. Business Strategy
      • 8.13.5. Recent Development
    • 8.14. IdeaCrate Edutainment
      • 8.14.1. Overview
      • 8.14.2. Financials
      • 8.14.3. Technulogy Portfulio
      • 8.14.4. Business Strategy
      • 8.14.5. Recent Development
    • 8.15. Meraas
      • 8.15.1. Overview
      • 8.15.2. Financials
      • 8.15.3. Technulogy Portfulio
      • 8.15.4. Business Strategy
      • 8.15.5. Recent Development

Methodology


Frequently Asked Questions

A major objective of edutainment sector is to build interest and attract attention of teenagers and small children by engaging them through a PC. Outbreak of COVID-19 pandemic and growing digitization has prompted use of e-learning tools by educational institutes for imparting online education to students at homes. In addition to this, use of bright & colored animations has further helped in simplifying complex ideas for students along with improving their learning experience. Launching of new technologies are playing a pivotal role in education domain along with leveraging edutainment business. All these aforementioned aspects are slated to enlarge scope of edutainment industry over the upcoming years. Additionally, growing improvisation & digitization witnessed in art schools and classrooms and well-developed infrastructure of the entertainment centers can benefit growth of edutainment market. Edutainment activities have proved to be a key platform and major foundation of education industry and has proven to be best alternative tool over conventional classroom training sessions. Apart from this, the key priority of edutainment activities is to make teenagers, millennials, and students aware of their responsibility and accountability without putting pressure on them. Moreover, the edutainment industry is becoming more popular among both Generation-X & grown-ups alike. Moreover, onset of new technologies such as artificial intelligence and IoT is anticipated to bring paradigm shift in edutainment industry over the ensuing years. Apart from this, massive use of augmented reality and virtual reality for enhancing student engagement and improving learning curve of individuals will drive market trends. Facilitation of interactive learning activities will spur business landscape over the span of next couple of years.

According to Zion market research report, the global Edutainment market accrued earnings worth approximately 3.02 (USD Billion) in 2020 and is predicted to gain revenue of about 10.83(USD Billion) by 2028, is set to record a CAGR of nearly 17.2% over the period from 2021 to 2028.

Asia Pacific will contribute lucratively towards the global market size over the estimated timeline. The regional market surge is due to surge in number of smart equipment users in the sub-continent. Apart from this, presence of key players and establishments in the region will steer regional business growth over the upcoming years. Large-scale allocation of funds by government & private firms on developing new technologies to boost educational activities in the region will create lucrative growth avenues for edutainment industry in APAC over the years to come. Surge in use of cloud computing technology in education industry will prop up regional market size in the years to come.

The key market participants include Grey Sim, Kidzania, Plabo, Pororo Parks, Legoland Discovery Center, UAB Educatus, EON Reality Inc., FUTTAIM COMPANY, KinderCITY, Totter’s Otterville, Meraas, IdeaCrate Edutainment, Jam Origin, Little Explorers, and ConveGenius.

 

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