February 27, 2020
Edutainment

Edutainment Market | Interactive game dominating the market

The edutainment market was is set to grow with a CAGR of 17% during the forecast period, up from US$ 2.30 Bn in 2018.

Market Insights

The global edutainment market is driven by increased investment in the education technology sector. Investments in the edutech sector have increased significantly over the last five years. In 2017, investment in the edutech sector was estimated to be approximately US$ 9.5 billion, with an increase of more than 30% compared to 2016. The increasing penetration of internet services and technological advancement in the education sector are attracting investment. It has also been noted that over 60 percent of the investment in education technology has come from the past three years out of more than US$ 37 billion since 1997. This encourages the adoption of the edutainment market. Moreover, the integration of AI, increased reality and virtual reality into the education sector is driving market growth.

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The edutainment market is characterized by age group segment into 0-12 years, 13-18 years, 19-25 years, and over 25 years. The age group 0-12 years is dominating the edutainment market with the majority share in the revenue in 2018. The increasing focus of the education institutes to provide personalized education content to the students. Furthermore, the integration of the advance technologies into the learning model is further accelerating the market growth. Asia Pacific is projected to grow significantly during the forecast period. The growth of the market is driven by the increasing adoption of the smartphone and internet services across the region are adoption of the edutainment market. The increasing disposable income of the individuals in the region is augmenting the market growth. Moreover, the increasing urbanization across the developing countries is driving the demand for the education services.

Key vendors in the edutainment market are Grey Sim, CurioCity, Kidz Holding S.A.L., ConveGenius, Kidzania, Legoland Discovery Center, Kindercity, Little Explorers, Pororo Parks, Totter’s Otterville, Mattel Play Town, and Plabo.

Unique data points of this report

  • Statistics on Edutainment and spending worldwide
  • Recent trends across different regions in terms of adoption of Edutainment for industries
  • Notable developments going on in the industry
  • Attractive investment proposition for segments as well as geography
  • Comparative scenario for all the segments for years 2018 (actual) and 2027 (forecast)

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Segmentation
Gaming Type Segment (2017–2027; US$ Bn)
• Explorative
• Hybrid Combination
• Interactive
• Non-interactive

Facility Size Segment (2017–2027; US$ Bn)
• 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.

Revenue Source Segment (2017–2027; US$ Bn)
• Entry Fees & Tickets
• Food & Beverages
• Merchandising
• Advertising
• Others

Age Group Segment (2017–2027; US$ Bn)
• 0-12 years
• 13-18 years
• 19-25 years
• Over 25 years

Geography Segment (2017–2027; US$ Bn)
• North America (U.S., Rest of North America)
• Europe (U.K., Germany, France, Rest of Europe)
• Asia Pacific (China, Japan, India, Rest of Asia Pacific)
• Rest of the World (Middle East & Africa, Latin America)

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David Brown

David Brown

Experienced Market Research Analyst with a demonstrated history of working in the market research industry. Skilled in Secondary Market Research, Primary Market Research, Client Interfacing. - Identify, collect and organize data for use in research projects - Provide fundamental analysis for research projects - Review data to ensure its quality and integrity - Market estimates and forecast based on homegrown forecasting models - Identifying potential titles for syndicated research projects - Analyzing, estimating and forecasting various industry/market using various analysis tools and forecasting models - Conducting secondary research - Company profiling and analyzing competitive landscape - Report writing And Quality check

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