global edutainment market


posted on: October 19, 2020

The edutainment market is characterized by an age group segment into 0-12 years, 13-18 years, 19-25 years, and over 25 years. However the Asia-pacific region is anticipated to emerge as the most promising market for the entertainment industry in the next 10 years, the growth can be attributed to the increasing penetration of software in the Indian and Japanese markets. The increasing focus of educational institutes to provide personalized education content to the students. The increase in the usage of technology and software has increased in the past few years and hence this term edutainment has derived, as this is the combination of both technology as well as software. 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. The global edutainment market has been segmented based on the revenue type into, Entry fees and tickets, Food and beverages, Advertising, Merchandising, and Other. North America is anticipated to the highest revenue share in the global market. Based on gaming type the market has been segmented into Interactive, Non-interactive, Explorative, and Hybrid. We offer special discounts to students, NGOs & government agencies. The advertisement segment is emerging as the fastest-growing segment, due to technological augmentation, the edutainment industry has become a lucrative advertising medium especially for companies offering products to children. The interactive gaming segment is expected to emerge as the fastest-growing segment in the edutainment industry between 2020 to 2030. 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Confianza Market Research has segmented the Global Edutainment Market as mentioned below: Our support available to help you 24 hours a day, five days a week. Edutainment is a concept of combining education and entertainment to make … The explorative edutainment market is the highest revenue-generating segment, it includes providing educational information through museums, zoos, aquariums, etc. The teenage segment is growing at the fastest CAGR as the teenagers are more enthusiastic towards interactive AR, VR, and mixed reality-based edutainment. The Global edutainment market can be bifurcated based on giving tight into interactive, non-interactive, explorative, hybrid, or combination types. For E.S.T Office Hours Call 1-917-300-0470 Currently, in the education sector there is a transition to interactive, engaging, experiential learning methods across the countries. The Europe region is growing at a moderate pace, the Covid-19 has significantly impacted the education sector in Europe, all the schools and colleges were shut down during the lockdown due to the coronavirus pandemic. The Asia Pacific is projected to grow significantly during the forecast period. DUBLIN--(BUSINESS WIRE)--The "Global Edutainment Market Size, Market Share, Application Analysis, Regional Outlook, Growth Trends, Key Players, Competitive Strategies and Forecasts, 2019-2027" report has been added to ResearchAndMarkets.com's offering. Globally, the edutainment market is expected to grow with a CAGR of 17% during the forecast period from 2019 to 2027, up from US$ 2.30 Bn in 2018. The segment is expected to grow at a CAGR of 16.55% between 2020 to 2027. Global Edutainment Market: Scope of the Report The edutainment market is segmented based on visitor demographics, facility size, gaming type, and revenue source. Global Edutainment Market — Industry Overview. Following is the list of the world’s largest edutainment companies mentioned in this report: Get a tailor-made report suitable to your budget. Most of the technology or software companies are team up with the educational institutes to incorporate advanced technologies such as augmented reality and virtual reality to provide learnings through technology. The interactive gaming segment is growing at a substantial growth rate since the last few years, the emergence of advanced gaming technologies such as virtual reality, augmented reality are used to provide edutainment to the users. This is the reason to drive market growth in the forecast period. The global edutainment market is driven by increasing investment in the education technology sector. market was valued at USD 3.24 Billion in 2019 and it is expected to reach USD 10.16 Billion by 2027, growing at a significant growth rate of 8.55% since the last few years as the traditional education system is upgrading itself through a more modern approach. Education is also the one of sectors which is benefited from the technology and hence this attracts the investors. press@researchandmarkets.com Our support available to help you 24 hours a day, five days a week. © 2020 Confianza Market Research & Consultancy LLP. Technology is the most important part of every field of the economy which is the main reason for the growth of it. The possibilities are unlimited for this technology, therefore companies from around the world are eying upon the education sector for offering an AI-based solution. However, the high investment cost, lack of edutainment can hamper the growth of this market. The global edutainment market is driven by increasing investment in the education technology sector. For example, a virtual library created using AR, that showcases all books, journals in a digital format just like the real books & library. In 2017, the investment in the edutech sector was estimated to be approximately US$ 9.5 bn with an increase of more than 30% as compared to 2016. There are several companies offering products that provide edutainment, the edutainment is not restricted to Products only but can also be provided at places such as science exhibitions, children’s parks, and museums, archaeological sites among others. The Global Edutainment market size is estimated at USD 3.24 Billion in 2019 and it is expected to reach USD 10.16 Billion by 2027, growing at a CAGR of 8.55% over the forecast period as per the new research report published by Confianza Market Research & Consultancy. The age group 0-12 years is dominating the edutainment market with the majority share in the revenue in 2018. The investment in the edutech sector has … For GMT Office Hours Call +353-1-416-8900, "Global Edutainment Market Size, Market Share, Application Analysis, Regional Outlook, Growth Trends, Key Players, Competitive Strategies and Forecasts, 2019-2027", https://www.researchandmarkets.com/r/yfh3b9. Moreover, the Region is also one of the prominent edutainment content providers in the world. © 2020 Confianza Market Research & Consultancy LLP. click below to avail the discount. Overall the world southeast Asia and Asia pacific are the region where you will find more users who use smart devices and hence the growth of the Edutainment market is forecasted high to these regions. The increasing disposable income of the individuals in the region is augmenting the market growth. Edutainment is a concept of combining education and entertainment to make learning an interesting task for students. Edutainment is a concept of combining education and entertainment to make learning an interesting task for students. Companies offer group buy discounts, coupons to attract customers and increase their market share. These types of technologies make education more interesting and hence the students take more interest in study or education. Connect with us to buy specific chapter, a country level report or just the datasheet of this report. The investment in the edutech sector has increased significantly in the past five years. Based on leading geographical regions in the edutainment industry, the Asia Pacific is anticipated to gain significant market share by 2027, the growth can be attributed to the higher number of millennials population using smart devices such as smartphones and tablets. Also, it has been noticed that out of more than US$ 37 bn in the education technology since 1997, over 60% of the investment comes from the past three years. Many companies provide membership cards that can be used in future visits, this creates brand loyalty as well as helps generate recurring revenue. The entry fees and tickets are by far the highest revenue-generating segment in the global edutainment market. The need for skilled labor, high maintenance costs are affecting the growth of this segment. All rights reserved. Moreover, the integration of the AI, augmented reality and virtual reality into the education sector is driving the market growth. During the pandemic COVID 19 many of the education institutes tied up with the technology for the smart glasses, they are using different types of applications to educate their students. Another factor for the growth of this market in this region is the population and the presence of the many edutainment companies. The growing penetration of internet services and technological advancement in the education sector is attracting investment. Also, these key players are investing more in the development of online gaming to boost the customer experience and also they try to expand their portfolios. Laura Wood, Senior Press Manager All rights reserved. The technology sector … The Global edutainment market was valued at USD 3.24 Billion in 2019 and it is expected to reach USD 10.16 Billion by 2027, growing at a significant growth rate of 8.55% since the last few years as the traditional education system is upgrading itself through a more modern approach. Edutainment term is defined as the combination of education and entertainment. In 2020, the market was growing at … Based on visitor demographics, the market has been bifurcated into children (0-12 years), teenager (13-18 years), young adult (19-25 years), and adult (25+ years). The Global Edutainment market size is estimated at USD 3.24 Billion in 2019 and it is expected to reach USD 10.16 Billion by 2027, growing at a CAGR of Fill the form to purchase this report/ access free sample report/ request for customization/ product related inquiry. In 2018, the global Edutainment market size was xx million US$ and it is expected to reach xx million US$ by the end of 2025, with a CAGR of xx% between 2019 and 2025. Based on demography the market has been segmented into Children, Teenagers, Youngsters, and Adults. View detailed analysis & download sample report here: Global Edutainment Market Size, Share, Trends & Analysis 2020-2027. Children are the largest segment by demography for the edutainment industry. IoT in Agriculture Market By Offering (hardware, software, and services), Application (livestock monitoring, Precision farming, fish farm monitoring, Precision forestry, smart greenhouse, and others), and Regional Analysis Report 2020—2027, North America LED Lighting Market By Type (Lamp, Luminaire), By Application (Indoor, Outdoor), By End-Use (Residential, Commercial, Industrial, Government, Others), By Region, Segmental Trends Analysis Report 2020—2027. For instance, KinderCity offers a card that can be credited with points to enjoy various games, once the points are over the user needs to recharge the card from the counter. This market is mainly attributed to the rapid advancement in the technology domain.

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