Edutainment Market By Gaming Gaming Type (Interactive, Non-interactive, Explorative, Hybrid Combination) By Facility Size (5,001 to 10,000 Sq. Ft., 10,001 to 20,000 Sq. Ft., 20,001 to 40,000 Sq. Ft., 40,000 Sq. Ft.) By Revenue Source (Entry fees & tickets, Food & Beverages, Merchandising, Advertising, Others) By Visitor Demographics (Children (0-12), Teenager (13-18), Young Adult (19-25), Adult (25+)) – Growth, Future Prospects & Competitive Analysis, 2016 – 2028

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Published: | Report ID: 4715 | Report Format : PDF

What are the Growth Dynamics of Edutainment Market?

One of the main goals of the edutainment industry is to pique the interest and attention of teenagers and small children by including them in computer games. The outbreak of the COVID-19 pandemic, combined with rising digitization, has encouraged educational institutions to employ e-learning systems to provide online instruction to students at home. Furthermore, the usage of vivid and colorful animations has aided in the simplification of complicated topics for students while also increasing their learning experience. In the education arena, new technology launches are crucial, as is utilizing the edutainment business. All of the aforementioned factors are expected to broaden the reach of the edutainment business in the future years.  Furthermore, the expanding improvisation and digitization seen in art schools and classrooms, as well as the well-developed infrastructure of entertainment centers, can help the edutainment business grow.

edutainment-market

What is the Market Size of Edutainment Market in term of value?

Global Edutainment Market is projected to increase at a significant CAGR of 15.9% in the coming years. In 2021, the global edutainment market was valued at USD 1492.5 Million and is projected to reach at value of USD 3617.5 million by 2028. The demand for edutainment is projected to increase substantially in the coming years and is presumed to generate revenue opportunity for the key industry players that worth USD 2125 million during the forecast period between 2022 and 2028.

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What are the growth opportunities for Edutainment Market?

The number of edutainment facilities is increasing at a moderate rate in response to the world’s rapidly growing population. These are mostly found in tier I and tier II cities in both developed and developing countries. In terms of entertainment alternatives, the rural population continues to be underserved.  This demonstrates that there is a sizable population that is underserved in terms of education and leisure. Because of the buying power of the Visitor Demographicss in these areas, edutainment centers are commonly found in tier I cities in nations like India. When compared to tier II and tier III cities, the capacity for amusement spending is higher. Untapped markets from tier II and tier III cities are projected to be served in the next years if entertainment choices are made available for these cities at reduced pricing. Moreover, several game companies are working to improve gaming experiences at edutainment centers by developing new technology. The online gaming edutainment sector is being driven by this. By merging AR/VR technology with 3D projection mapping and interactive digital surfaces, they want to build new technologically advanced games. In a 3D environment, a better user experience increases engagement and streamlines learning methods. The market is also being bolstered by a recent growth in the manufacture of VR controllers, headsets, and other gaming equipment.

Interesting Facts about Edutainment Industry

  • The key drivers of the Edutainment market are the prospective benefits of the industry, such as growth in socialization skills, leadership skills, and team building. The talents differ depending on the user’s age, such as a child’s memory power, computational capacity, simulation fluency, and significant others, which are found in youngsters under the age of ten.
  • The edutainment industry’s overall expansion is predicted to be hampered by a lack of essential investment and an inability to implement modern learning methods. Although educational institutions are cooperating with prominent brands and market participants for financial support, students must bear the majority of the costs of enrolling in edutainment platforms, which is projected to limit the Edutainment market’s growth.
  • In terms of volume and value, the Asia Pacific region dominated the worldwide edutainment market in 2021, and this dominance is expected to continue during the forecast period.
  • As edutainment centers offer play activities through interactive classroom sessions, the children segment is expected to be the fastest expanding. These play activities can assist younger children in learning crucial skills such as counting and telling stories. The demand for edutainment centers has increased as a result of these advantages.

Who are the Top 10 players/companies in edutainment market in term of value and volume?

The key players in the global edutainment market in terms of value and volume include KidzaniaKindercity, Plabo, Pororo ParkLegoland Discovery Center, Totter’s Otterville, Curiocity, Mattel Play Town, Little Explorers, and Kidz Holding S.A.L. To achieve a competitive market share in the worldwide edutainment market, these main players are focusing on new product development as well as technological innovation. Furthermore, some regional and country-level firms are making significant investments to diversify their product portfolios and increase sales. For instance, in June 2021, at Great Mall in Milpitas, the Legoland Discovery Center erected a 31,000-square-foot indoor playground. Additionally, Kidzania Kuwait partnered with Microsoft Kuwait in October 2019 to inspire children to achieve more by improving their technology abilities. The goal of the partnership was to equip children with digital and soft skills that would prepare them for future employment.

Who are the Top 10 Countries in the Edutainment Market?

In the global edutainment market, the major countries are China, India, the U.S., Canada, the U.K., Germany, France, Russia, Belgium, Netherlands, and Spain. Southeast Asia, which is part of Asia Pacific, is expected to develop faster in the global edutainment market than the other important geographical regions. This region has the highest number of smart device users and a big pre-audit population, both of which are key market drivers. Furthermore, the market’s growth is aided by the presence of numerous edutainment companies and fierce competition in the education sector. China is regarded as a key manufacturing base for online edutainment gear, resulting in an increase in the use of online gaming technology throughout the region.

Which is the Key Revenue Source in the Edutainment Market?

The entry fee and ticket segment is forecast to expand at a CAGR of 18.2%, maintaining its dominance in edutainment center sales income. Due to rising income among families, which has led to increased expenditure on entertainment and education, edutainment centers produce the most money from entry fees and tickets. Families with children and young members are increasingly investing in edutainment activities like simulation games. People are flocking to edutainment centers as their children’s interest in these Gaming Types of games grows, and edutainment centers are making the most money from entry fees and tickets.

What are the Major Driving Factors for Edutainment Market?

The key drivers of the Edutainment market are the prospective benefits of the industry, such as growth in socialization skills, leadership skills, and team building. The talents differ depending on the user’s age, such as a child’s memory power, computational capacity, simulation fluency, and significant others, which are found in youngsters under the age of ten. Because of these potential benefits, educational institutions are increasingly integrating with edutainment suppliers. The market’s overall growth is being aided by the increasing advancement in virtual reality gaming. The enhanced user experience in the 3D environment boosts the child’s engagement and makes learning processes easier. In recent years, the increased manufacture of VR headsets, controllers, and other gaming devices has had an impact on market growth.

What are the Major Restraints for Edutainment Market?

The edutainment industry’s overall expansion is predicted to be hampered by a lack of essential investment and an inability to implement modern learning methods. Although educational institutions are cooperating with prominent brands and market participants for financial support, students must bear the majority of the costs of enrolling in edutainment platforms, which is projected to limit the Edutainment market’s growth. Projectors, interactive whiteboards, printers, PCs, laptops, cellphones, and other computing gear are required for the correct configuration of the Edutainment platform, which comes at a higher cost to educational institutions, especially in developing countries. Such issues are regarded as the market’s primary limitations.

Which Region Dominated the World Edutainment Market?

The Asia Pacific edutainment market is likely to provide attractive prospects for active vendors. As more individuals frequent these centres with their families, the number of edutainment centres in Southeast Asia is increasing. Customers can spend valuable time with their family and friends while playing games and learning new things thanks to the presence of edutainment facilities. In Japan, an increase in robotics Facility Sizes in the edutainment sector is offering value-grab opportunities for market players. Many technical areas, such as mathematics and physics, design and innovation, electronics, computer science and programming, and psychology, are combined in robotics. As a result, established firms in Asia Pacific are heavily investing in the edutainment industry in order to reap economic gains. For instance, between 2022 and 2028, India’s sales income is expected to grow at an astounding 23.6 percent compound annual growth rate (CAGR). In India, new gaming technology and approaches are fast transforming edutainment. The Indian educational system is more monotonous and emphasises intensive learning. So, in recent years, edutainment has established itself in the mainstream education market and is garnering millennial approval. In India, edutainment is assisting institutions in improving the quality of education and enticing pupils.

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However, North America is projected to witness substantial growth in the forecast period. Through 2028, edutainment demand in the United States is estimated to account for almost 78.7% of the North American market. Because a large number of families visit these facilities each year, the US government is boosting its funding in edutainment centers. Key edutainment center businesses in the United States are forming strategic alliances with other companies in order to expand their Visitor Demographics base and presence. The leading players are concentrating on a plan for boosting their research and development investments in order to support future innovations. Furthermore, they will use this technique to incorporate innovation into their current product.

Segmentation of Global Edutainment Market –

Global Edutainment Market – By Gaming Gaming Type

  • Interactive
  • Non-interactive
  • Explorative
  • Hybrid Combination

 Global Edutainment Market – By Facility Size

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

Global Edutainment Market – By Revenue Source

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

 Global Edutainment Market – By Visitor Demographics

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

1. Preface
1.1. Report Description
1.1.1. Purpose of the Report
1.1.2. Target Audience
1.1.3. USP and Key Offerings
1.2. Research Scope
1.3. Research Methodology
1.3.1. Phase I – Secondary Research
1.3.2. Phase II – Primary Research
1.3.3. Phase III – Expert Panel Review
1.3.4. Approach Adopted
1.3.4.1. Top-Down Approach
1.3.4.2. Bottom-Up Approach
1.3.5. Assumptions
1.4. Market Segmentation

2. Executive Summary
2.1. Market Snapshot: Global Edutainment Market

3. Market Dynamics & Factors Analysis
3.1. Introduction
3.1.1. Global Edutainment Market Value, 2016-2028, (US$ Bn)
3.2. Market Dynamics
3.2.1. Key Growth Trends
3.2.2. Major Industry Challenges
3.2.3. Key Growth Pockets
3.3. Attractive Investment Proposition,2021
3.3.1. Gaming Type
3.3.2. Facility Size
3.3.3. Revenue Source
3.3.4. Visitor Demographics
3.3.5. Geography
3.4. Porter’s Five Forces Analysis
3.4.1. Threat of New Entrants
3.4.2. Bargaining Power of Buyers/Visitor Demographicss
3.4.3. Bargaining Power of Suppliers
3.4.4. Threat of Substitute Gaming Types
3.4.5. Intensity of Competitive Rivalry
3.5. Value Chain Analysis

4. Market Positioning of Key Players, 2021
4.1. Company market share of key players, 2021
4.2. Top 6 Players
4.3. Top 3 Players
4.4. Major Strategies Adopted by Key Players

5. COVID 19 Impact Analysis
5.1. Global Edutainment Market Pre Vs Post COVID 19, 2019 – 2028
5.2. Impact on Import & Export
5.3. Impact on Demand & Supply

6. North America
6.1. North America Edutainment Market, by Country, 2016-2028(US$ Bn)
6.1.1. U.S.
6.1.2. Canada
6.1.3. Mexico
6.2. North America Edutainment Market, by Gaming Type, 2016-2028(US$ Bn)
6.2.1. Overview
6.2.2. Interactive
6.2.3. Mineral
6.2.4. Explorative
6.2.5. Hybrid Combination
6.2.6. Others
6.3. North America Edutainment Market, by Facility Size, 2016-2028(US$ Bn)
6.3.1. Overview
6.3.2. 5,001 to 10,000 Sq. Ft.
6.3.3. 10,001 to 20,000 Sq. Ft.
6.3.4. Others
6.4. North America Edutainment Market, by Revenue Source, 2016-2028(US$ Bn)
6.4.1. Overview
6.4.2. Entry fees & tickets
6.4.3. Food & Beverages
6.4.4. Merchandising
6.4.5. Advertising
6.4.6. Others
6.5. North America Edutainment Market, by Visitor Demographics, 2016-2028(US$ Bn)
6.5.1. Overview
6.5.2. Children (0-12)
6.5.3. Teenager (13-18)
6.5.4. Young Adult (19-25)
6.5.5. Adult (25+)
6.5.6. Others

7. Europe
7.1. Europe Edutainment Market, by Country, 2016-2028(US$ Bn)
7.1.1. UK
7.1.2. France
7.1.3. Germany
7.1.4. Italy
7.1.5. Russia
7.1.6. Ukraine
7.1.7. Spain
7.1.8. Belgium
7.1.9. Netherland
7.1.10. Austria
7.1.11. Sweden
7.1.12. Poland
7.1.13. Denmark
7.1.14. Switzerland
7.1.15. Rest of Europe
7.2. Europe Edutainment Market, by Gaming Type, 2016-2028(US$ Bn)
7.2.1. Overview
7.2.2. Interactive
7.2.3. Mineral
7.2.4. Explorative
7.2.5. Hybrid Combination
7.2.6. Others
7.3. Europe Edutainment Market, by Facility Size, 2016-2028(US$ Bn)
7.3.1. Overview
7.3.2. 5,001 to 10,000 Sq. Ft.
7.3.3. 10,001 to 20,000 Sq. Ft.
7.3.4. Others
7.4. Europe Edutainment Market, by Revenue Source, 2016-2028(US$ Bn)
7.4.1. Overview
7.4.2. Entry fees & tickets
7.4.3. Food & Beverages
7.4.4. Merchandising
7.4.5. Advertising
7.4.6. Others
7.5. Europe Edutainment Market, by Visitor Demographics, 2016-2028(US$ Bn)
7.5.1. Overview
7.5.2. Children (0-12)
7.5.3. Teenager (13-18)
7.5.4. Young Adult (19-25)
7.5.5. Adult (25+)
7.5.6. Others

8. Asia Pacific
8.1. Asia Pacific Edutainment Market, by Country, 2016-2028(US$ Bn)
8.1.1. China
8.1.2. Japan
8.1.3. South Korea
8.1.4. India
8.1.5. Australia
8.1.6. New Zealand
8.1.7. Taiwan
8.1.8. Indonesia
8.1.9. Malaysia
8.1.10. Philippine
8.1.11. Rest of Asia Pacific
8.2. Asia Pacific Edutainment Market, by Gaming Type, 2016-2028(US$ Bn)
8.2.1. Overview
8.2.2. Interactive
8.2.3. Mineral
8.2.4. Explorative
8.2.5. Hybrid Combination
8.2.6. Others
8.3. Asia Pacific Edutainment Market, by Facility Size, 2016-2028(US$ Bn)
8.3.1. Overview
8.3.2. 5,001 to 10,000 Sq. Ft.
8.3.3. 10,001 to 20,000 Sq. Ft.
8.3.4. Others
8.4. Asia Pacific Edutainment Market, by Revenue Source, 2016-2028(US$ Bn)
8.4.1. Overview
8.4.2. Entry fees & tickets
8.4.3. Food & Beverages
8.4.4. Merchandising
8.4.5. Advertising
8.4.6. Others
8.5. Asia Pacific Edutainment Market, by Visitor Demographics, 2016-2028(US$ Bn)
8.5.1. Overview
8.5.2. Children (0-12)
8.5.3. Teenager (13-18)
8.5.4. Young Adult (19-25)
8.5.5. Adult (25+)
8.5.6. Others

9. Latin America
9.1. Latin America Edutainment Market, by Country, 2016-2028(US$ Bn)
9.1.1. Brazil
9.1.2. Argentina
9.1.3. Peru
9.1.4. Chile
9.1.5. Colombia
9.1.6. Rest of Latin America
9.2. Latin America Edutainment Market, by Gaming Type, 2016-2028(US$ Bn)
9.2.1. Overview
9.2.2. Interactive
9.2.3. Mineral
9.2.4. Explorative
9.2.5. Hybrid Combination
9.2.6. Others
9.3. Latin America Edutainment Market, by Facility Size, 2016-2028(US$ Bn)
9.3.1. Overview
9.3.2. 5,001 to 10,000 Sq. Ft.
9.3.3. 10,001 to 20,000 Sq. Ft.
9.3.4. Others
9.4. Latin America Edutainment Market, by Revenue Source, 2016-2028(US$ Bn)
9.4.1. Overview
9.4.2. Entry fees & tickets
9.4.3. Food & Beverages
9.4.4. Merchandising
9.4.5. Advertising
9.4.6. Others
9.5. Latin America Edutainment Market, by Visitor Demographics, 2016-2028(US$ Bn)
9.5.1. Overview
9.5.2. Children (0-12)
9.5.3. Teenager (13-18)
9.5.4. Young Adult (19-25)
9.5.5. Adult (25+)
9.5.6. Others

10. Middle East
10.1. Middle East Edutainment Market, by Country, 2016-2028(US$ Bn)
10.1.1. UAE
10.1.2. KSA
10.1.3. Israel
10.1.4. Turkey
10.1.5. Iran
10.1.6. Rest of Middle East
10.2. Middle East Edutainment Market, by Gaming Type, 2016-2028(US$ Bn)
10.2.1. Overview
10.2.2. Interactive
10.2.3. Mineral
10.2.4. Explorative
10.2.5. Hybrid Combination
10.2.6. Others
10.3. Middle East Edutainment Market, by Facility Size, 2016-2028(US$ Bn)
10.3.1. Overview
10.3.2. 5,001 to 10,000 Sq. Ft.
10.3.3. 10,001 to 20,000 Sq. Ft.
10.3.4. Others
10.4. Middle East Edutainment Market, by Revenue Source, 2016-2028(US$ Bn)
10.4.1. Overview
10.4.2. Entry fees & tickets
10.4.3. Food & Beverages
10.4.4. Merchandising
10.4.5. Advertising
10.5. Middle East Edutainment Market, by Visitor Demographics, 2016-2028(US$ Bn)
10.5.1. Overview
10.5.2. Children (0-12)
10.5.3. Teenager (13-18)
10.5.4. Young Adult (19-25)
10.5.5. Adult (25+)
10.5.6. Others

11. Africa
11.1. Africa Edutainment Market, by Country, 2016-2028(US$ Bn)
11.1.1. South Africa
11.1.2. Egypt
11.1.3. Nigeria
11.1.4. Rest of Africa
11.2. Africa Edutainment Market, by Gaming Type, 2016-2028(US$ Bn)
11.2.1. Overview
11.2.2. Interactive
11.2.3. Mineral
11.2.4. Explorative
11.2.5. Hybrid Combination
11.2.6. Others
11.3. Africa Edutainment Market, by Facility Size, 2016-2028(US$ Bn)
11.3.1. Overview
11.3.2. 5,001 to 10,000 Sq. Ft.
11.3.3. 10,001 to 20,000 Sq. Ft.
11.3.4. Others
11.4. Africa Edutainment Market, by Revenue Source, 2016-2028(US$ Bn)
11.4.1. Overview
11.4.2. Entry fees & tickets
11.4.3. Food & Beverages
11.4.4. Merchandising
11.4.5. Advertising
11.4.6. Others
11.5. Africa Edutainment Market, by Visitor Demographics, 2016-2028(US$ Bn)
11.5.1. Overview
11.5.2. Children (0-12)
11.5.3. Teenager (13-18)
11.5.4. Young Adult (19-25)
11.5.5. Adult (25+)
11.5.6. Others

12. Global
12.1. Global Edutainment Market, by Gaming Type, 2016-2028(US$ Bn)
12.1.1. Overview
12.1.2. Interactive
12.1.3. Mineral
12.1.4. Explorative
12.1.5. Hybrid Combination
12.1.6. Others
12.2. Global Edutainment Market, by Facility Size, 2016-2028(US$ Bn)
12.2.1. Overview
12.2.2. 5,001 to 10,000 Sq. Ft.
12.2.3. 10,001 to 20,000 Sq. Ft.
12.2.4. Others
12.3. Global Edutainment Market, by Revenue Source, 2016-2028(US$ Bn)
12.3.1. Overview
12.3.2. Entry fees & tickets
12.3.3. Food & Beverages
12.3.4. Merchandising
12.3.5. Advertising
12.3.6. Others
12.4. Global Edutainment Market, by Visitor Demographics, 2016-2028(US$ Bn)
12.4.1. Overview
12.4.2. Children (0-12)
12.4.3. Teenager (13-18)
12.4.4. Young Adult (19-25)
12.4.5. Adult (25+)
12.4.6. Others

13. Company Profiles
13.1. Kidzania
13.2. Kindercity
13.3. Plabo
13.4. Pororo Park
13.5. Legoland Discovery Center
13.6. Totter’s Otterville
13.7. Curiocity
13.8. Mattel Play Town
13.9. Little Explorers
13.10. Kidz Holding S.A.L
13.11. Others

List of Figures

FIG. 1 Global Edutainment Market: Research Methodology
FIG. 2 Market Size Estimation – Top Down & Bottom up Approach
FIG. 3 Global Edutainment Market Segmentation
FIG. 4 Global Edutainment Market, by Gaming Type, 2019 (US$ Bn)
FIG. 5 Global Edutainment Market, by Facility Size, 2021 (US$ Bn)
FIG. 6 Global Edutainment Market, by Geography, 2021 (US$ Bn)
FIG. 7 Attractive Investment Proposition, by Geography, 2021
FIG. 8 Global Market Positioning of Key Edutainment Market Manufacturers, 2019
FIG. 9 Global Edutainment Market Value Contribution, By Gaming Type, 2021 & 2028 (Value %)
FIG. 10 Global Edutainment Market, by Interactive, Value, 2016-2028 (US$ Bn)
FIG. 11 Global Edutainment Market, by Mineral, Value, 2016-2028 (US$ Bn)
FIG. 12 Global Edutainment Market, by Explorative, Value, 2016-2028 (US$ Bn)
FIG. 13 Global Edutainment Market, by Hybrid Combination, Value, 2016-2028 (US$ Bn)
FIG. 14 Global Edutainment Market Value Contribution, By Facility Size, 2021 & 2028 (Value %)
FIG. 15 Global Edutainment Market, by 5,001 to 10,000 Sq. Ft., Value, 2016-2028 (US$ Bn)
FIG. 16 Global Edutainment Market, by 10,001 to 20,000 Sq. Ft., Value, 2016-2028 (US$ Bn)
FIG. 17 Global Edutainment Market Value Contribution, By Revenue Source, 2021 & 2028 (Value %)
FIG. 18 Global Edutainment Market, by Entry fees & tickets, 2016-2028 (US$ Bn)
FIG. 19 Global Edutainment Market, by Food & Beverages, Value, 2016-2028 (US$ Bn)
FIG. 20 Global Edutainment Market, by Merchandising, Value, 2016-2028 (US$ Bn)
FIG. 21 Global Edutainment Market, by Advertising, Value, 2016-2028 (US$ Bn)
FIG. 22 Global Edutainment Market Value Contribution, By Visitor Demographics, 2021 & 2028 (Value %)
FIG. 23 Global Edutainment Market, by Children (0-12), 2016-2028 (US$ Bn)
FIG. 24 Global Edutainment Market, by Teenager (13-18), 2016-2028 (US$ Bn)
FIG. 25 Global Edutainment Market, by Young Adult (19-25), 2016-2028 (US$ Bn)
FIG. 26 Global Edutainment Market, by Adult (25+), 2016-2028 (US$ Bn)
FIG. 27 U.S. Edutainment Market, 2016-2028 (US$ Bn)
FIG. 28 Rest of North America Edutainment Market, 2016-2028 (US$ Bn)
FIG. 29 U.K. Edutainment Market, 2016-2028 (US$ Bn)
FIG. 30 Germany Edutainment Market, 2016-2028 (US$ Bn)
FIG. 31 France Edutainment Market, 2016-2028 (US$ Bn)
FIG. 32 Italy Edutainment Market, 2016-2028 (US$ Bn)
FIG. 33 Spain Edutainment Market, 2016-2028 (US$ Bn)
FIG. 34 Russia Edutainment Market, 2016-2028 (US$ Bn)
FIG. 35 BENELUX Edutainment Market, 2016-2028 (US$ Bn)
FIG. 36 Poland Edutainment Market, 2016-2028 (US$ Bn)
FIG. 37 Austria Edutainment Market, 2016-2028 (US$ Bn)
FIG. 38 Rest of Europe Edutainment Market, 2016-2028 (US$ Bn)
FIG. 39 Japan Edutainment Market, 2016-2028 (US$ Bn)
FIG. 40 China Edutainment Market, 2016-2028 (US$ Bn)
FIG. 41 India Edutainment Market, 2016-2028 (US$ Bn)
FIG. 42 South Korea Edutainment Market, 2016-2028 (US$ Bn)
FIG. 43 Australia Edutainment Market, 2016-2028 (US$ Bn)
FIG. 44 Southeast Asia Edutainment Market, 2016-2028 (US$ Bn)
FIG. 45 Rest of Asia Pacific Edutainment Market, 2016-2028 (US$ Bn)
FIG. 46 Middle East & Africa Edutainment Market, 2016-2028 (US$ Bn)
FIG. 47 South Africa Edutainment Market, 2016-2028 (US$ Bn)
FIG. 48 Nigeria Edutainment Market, 2016-2028 (US$ Bn)
FIG. 49 Egypt Edutainment Market, 2016-2028 (US$ Bn)
FIG. 50 GCC Edutainment Market, 2016-2028 (US$ Bn)
FIG. 51 Israel Edutainment Market, 2016-2028 (US$ Bn)
FIG. 52 Latin America Edutainment Market, 2016-2028 (US$ Bn)
FIG. 53 Mechanicalzil Edutainment Market, 2016-2028 (US$ Bn)
FIG. 54 Argentina Edutainment Market, 2016-2028 (US$ Bn)
FIG. 55 Colombia Edutainment Market, 2016-2028 (US$ Bn)
FIG. 56 Peru Edutainment Market, 2016-2028 (US$ Bn)
FIG. 57 Chile Edutainment Market, 2016-2028 (US$ Bn)

List of Tables

TABLE 1 Market Snapshot: Global Edutainment Market
TABLE 2 Global Edutainment Market, by Gaming Type, 2016-2028 (US$ Bn)
TABLE 3 Global Edutainment Market, by Facility Size, 2016-2028 (US$ Bn)
TABLE 4 Global Edutainment Market, by Revenue Source, 2016-2028 (US$ Bn)
TABLE 5 Global Edutainment Market, by Visitor Demographics, 2016-2028 (US$ Bn)
TABLE 6 Global Edutainment Market, by Sales Channel, 2016-2028 (US$ Bn)
TABLE 7 Global Edutainment Market, by Geography, 2016-2028 (US$ Bn)
TABLE 8 North America Edutainment Market, by Gaming Type, 2016-2028 (US$ Bn)
TABLE 9 North America Edutainment Market, by Facility Size, 2016-2028 (US$ Bn)
TABLE 10 North America Edutainment Market, by Revenue Source, 2016-2028 (US$ Bn)
TABLE 11 North America Edutainment Market, by Visitor Demographics, 2016-2028 (US$ Bn)
TABLE 12 North America Edutainment Market, by Sales Channel, 2016-2028 (US$ Bn)
TABLE 13 North America Edutainment Market, by Country, 2016-2028 (US$ Bn)
TABLE 14 Europe Edutainment Market, by Gaming Type, 2016-2028 (US$ Bn)
TABLE 15 Europe Edutainment Market, by Facility Size, 2016-2028 (US$ Bn)
TABLE 16 Europe Edutainment Market, by Revenue Source, 2016-2028 (US$ Bn)
TABLE 17 Europe Edutainment Market, by Visitor Demographics, 2016-2028 (US$ Bn)
TABLE 18 Europe Edutainment Market, by Sales Channel, 2016-2028 (US$ Bn)
TABLE 19 Europe Edutainment Market, by Country/Region, 2016-2028 (US$ Bn)
TABLE 20 Asia Pacific Edutainment Market, by Gaming Type, 2016-2028 (US$ Bn)
TABLE 21 Asia Pacific Edutainment Market, by Facility Size, 2016-2028 (US$ Bn)
TABLE 22 Asia Pacific Edutainment Market, by Revenue Source, 2016-2028 (US$ Bn)
TABLE 23 Asia Pacific Edutainment Market, by Visitor Demographics, 2016-2028 (US$ Bn)
TABLE 24 Asia Pacific Edutainment Market, by Sales Channel, 2016-2028 (US$ Bn)
TABLE 25 Asia Pacific Edutainment Market, by Country/Region, 2016-2028 (US$ Bn)
TABLE 26 Latin America Edutainment Market, by Gaming Type, 2016-2028 (US$ Bn)
TABLE 27 Latin America Edutainment Market, by Facility Size, 2016-2028 (US$ Bn)
TABLE 28 Latin America Edutainment Market, by Revenue Source, 2016-2028 (US$ Bn)
TABLE 29 Latin America Edutainment Market, by Visitor Demographics, 2016-2028 (US$ Bn)
TABLE 30 Latin America Edutainment Market, by Sales Channel, 2016-2028 (US$ Bn)
TABLE 31 Latin America Edutainment Market, by Country/Region, 2016-2028 (US$ Bn)
TABLE 32 Middle East Edutainment Market, by Gaming Type, 2016-2028 (US$ Bn)
TABLE 33 Middle East Edutainment Market, by Facility Size, 2016-2028 (US$ Bn)
TABLE 34 Middle East Edutainment Market, by Revenue Source, 2016-2028 (US$ Bn)
TABLE 35 Middle East Edutainment Market, by Visitor Demographics, 2016-2028 (US$ Bn)
TABLE 36 Middle East Edutainment Market, by Sales Channel, 2016-2028 (US$ Bn)
TABLE 37 Middle East Edutainment Market, by Country/Region, 2016-2028 (US$ Bn)
TABLE 38 Africa Edutainment Market, by Gaming Type, 2016-2028 (US$ Bn)
TABLE 39 Africa Edutainment Market, by Facility Size, 2016-2028 (US$ Bn)
TABLE 40 Africa Edutainment Market, by Revenue Source, 2016-2028 (US$ Bn)
TABLE 41 Africa Edutainment Market, by Visitor Demographics, 2016-2028 (US$ Bn)
TABLE 42 Africa Edutainment Market, by Sales Channel, 2016-2028 (US$ Bn)
TABLE 43 Africa Edutainment Market, by Country/Region, 2016-2028 (US$ Bn)

Frequently Asked Questions

How COVID-19 Impacted the global edutainment market?

The COVID-19 will have a big impact on the global edutainment business. The worldwide theme park business represents many of the issues still faced – as well as the imaginative, future-focused solutions being deployed – as the world’s governments continue to manage the COVID-19 epidemic.

Which is the leading market for edutainment?

In terms of both value and volume, Asia Pacific had the largest proportion of the worldwide edutainment market.

What are the key drivers for the growth of the edutainment market?

The adoption of edutainment platforms for diverse disciplines, increased investment by large educational and gaming enterprises, and acceptance of new technologies such as 3D animation, virtual reality, and the beautiful digital surface will all contribute to the edutainment industry’s continued expansion.

Which is the major segment in Edutainment Market by Gaming Gaming Type?

In the coming years, the hybrid combination segment is likely to gain market share. By the end of 2028, this category is expected to account for 34.1 percent of the market.

Which is the major segment in Edutainment Market by Visitor Demographics?

In 2022, the children category is predicted to contribute close to 35.9% of total revenue, with a robust CAGR over the next several years.

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