Edutainment Global Market Report 2022: A $9.82 Billion Market in 2026 - Long-term Forecast to 2031 - ResearchAndMarkets.com
Edutainment Global Market Report 2022: A $9.82 Billion Market in 2026 - Long-term Forecast to 2031 - ResearchAndMarkets.com
DUBLIN--(BUSINESS WIRE)--The "Edutainment Global Market Report 2022" report has been added to ResearchAndMarkets.com's offering.
Major players in the edutainment market are Pororo Parks, Kidzania, Plabo, Legoland Discovery Center, Kidz Holding S.A.L, CurioCity, Kindercity, and Mattel Play! Town, Totter's Otterville, Little Explorers, Grey Sim, KneoMedia, Meraas, and ConveGenius.
The global edutainment market is expected to grow from $4.75 billion in 2021 to $5.44 billion in 2022 at a compound annual growth rate (CAGR) of 14.5%. The edutainment market is expected to grow to $9.82 billion in 2026 at a CAGR of 15.9%.
The edutainment market consists of the revenues earned from edutainment centers and related services that provide education and entertainment. Edutainment is simply a combination of two disciplines education and entertainment collectively called educational entertainment.
Edutainment centers are known to be the places that are visited by the children or their parents during the field trips like zoos, aquariums, science, botanical gardens, and children's museum, and these places have educational features along with entertainment or amusement. Therefore, the edutainment centers are those where there is an establishment of learning through entertainment.
The main types of products in edutainment are interactive, non-interactive, hybrid, and explorative. Interactive edutainment refers to any type of game or leisure activity in which the user's actions directly affect the game. Non-interactive edutainment may include leisure activities such as reading books or watching movies.
North America was the largest region in the edutainment market in 2021. Asia Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the edutainment market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.
The edutainment market research report is one of a series of new reports that provides edutainment market statistics, including edutainment industry global market size, regional shares, competitors with a edutainment market share, detailed edutainment market segments, market trends and opportunities, and any further data you may need to thrive in the edutainment industry. This edutainment market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
Increased adoption of edutainment globally is expected to propel the growth of the edutainment market during the forecast period. The concept of combining entertainment with education offers children an interactive learning environment. Edutainment presents a great advantage to the learning process as it places intellectually stimulating learning concepts.
Children are expected to be curious seekers such as playing their favorite character or visiting their dream place, instilling 'happy energy' and confidence in them. According to Jing's Culture & Commerce 2021 report, a US-based technology trends publishing company, before COVID-19, museums spent $2 billion globally on education-based activities every year. Institutions provided more than 18 million hours for targeted education annually, including guided tours, staff visits, school outreach, and professional growth for teachers. Increasing adoption of edutainment globally is expected to drive the edutainment market.
Virtual Reality (VR) is the emerging technology in the edutainment market that provides students with a memorable and immersive experience that feels real by creating a 360-degree digital learning environment. Virtual reality is a computer-generated 3D setting that covers a user and reacts to an individual's actions, usually through immersive head-mounted displays.
For instance, in March 2021, the 3D virtual simulation tool by Virtual Medical Coaching Ltd. was introduced to radiography students. This technology taught students through a complete process of learning anatomy, radiographic positioning, and pathology. Student feedback reveals that 3D virtual radiography simulation is a useful pedagogical tool in radiography education.
In June 2021, Meraas is a privately held holding company headquartered in Dubai acquired theme parks firm DXB Entertainments for an undisclosed amount. The acquisition of DXB Entertainments is part of a plan to take the loss-making theme parks operator private. DXB Entertainments is located in Dubai that engages in the development of leisure and entertainment.
The countries covered in the edutainment market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA.
Key Topics Covered:
1. Executive Summary
2. Edutainment Market Characteristics
3. Edutainment Market Trends And Strategies
4. Impact Of COVID-19 On Edutainment
5. Edutainment Market Size And Growth
5.1. Global Edutainment Historic Market, 2016-2021, $ Billion
5.1.1. Drivers Of The Market
5.1.2. Restraints On The Market
5.2. Global Edutainment Forecast Market, 2021-2026F, 2031F, $ Billion
5.2.1. Drivers Of The Market
5.2.2. Restraints On the Market
6. Edutainment Market Segmentation
6.1. Global Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
- Interactive
- Non Interactive
- Hybrid
- Explorative
6.2. Global Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
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.
6.3. Global Edutainment Market, Segmentation By End User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
- Children
- Teenagers
- Young Adult
- Adult
7. Edutainment Market Regional And Country Analysis
7.1. Global Edutainment Market, Split By Region, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
7.2. Global Edutainment Market, Split By Country, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
Companies Mentioned
- Pororo Parks
- Kidzania
- Plabo
- Legoland Discovery Center
- Kidz Holding S.A.L
- CurioCity
- Kindercity
- Mattel Play! Town
- Totter's Otterville
- Little Explorers
- Grey Sim
- KneoMedia
- Meraas
- ConveGenius
For more information about this report visit https://www.researchandmarkets.com/r/s10a3s
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