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Synopsis
Edutainment is a form of entertainment designed to educate as well as to amuse. That is, it is an entertainment that is intended to be educational.
The global Edutainment market size is expected to reach US$ 46650 million by 2029, growing at a CAGR of 16.5% from 2023 to 2029. The market is mainly driven by the significant applications of Edutainment in various end use industries. The expanding demands from the Children (0-12 years), Teenager (13-18 years), Young adult (19-25 years) and Adult (25+ years), are propelling Edutainment market. Interactive, one of the segments analysed in this report, is projected to record % CAGR and reach US$ million by the end of the analysis period. Growth in the Non-interactive segment is estimated at % CAGR for the next seven-year period.
Technology has touched almost every sector in an economy to take conventional methods to a newer and innovative level. Education is also one such sector that has widely benefited from the introduction of technology in the way it is being delivered in different parts of the world. The technology companies have begun to collaborate with the education institutes to integrate advance technologies such as augmented reality and virtual reality to provide engagement-based learning. Also, the development of interactive and smart classes across the educational institutes is driving the growth in the market. The edutainment market is highly fragmented with many smaller players competing with each other extensively. Regionally, the USA had witnessed the largest number of players operating in the market followed by China. There is an immense investment in technology and education in these countries that further drives the market to reach its ultimate potential.
Report Objectives
This report provides market insight on the different segments, by players, by Type, by Application. Market size and forecast (2018-2029) has been provided in the report. The primary objectives of this report are to provide 1) global market size and forecasts, growth rates, market dynamics, industry structure and developments, market situation, trends; 2) global market share and ranking by company; 3) comprehensive presentation of the global market for Edutainment, with both quantitative and qualitative analysis through detailed segmentation; 4) detailed value chain analysis and review of growth factors essential for the existing market players and new entrants; 5) emerging opportunities in the market and the future impact of major drivers and restraints of the market.
Key Features of The Study:
This report provides in-depth analysis of the global Edutainment market, and provides market size (US$ million) and CAGR for the forecast period (2023-2029), considering 2022 as the base year.
This report profiles key players in the global Edutainment market based on the following parameters - company details (found date, headquarters, manufacturing bases), products portfolio, Edutainment sales data, market share and ranking.
This report elucidates potential market opportunities across different segments and explains attractive investment proposition matrices for this market.
This report illustrates key insights about market drivers, restraints, opportunities, market trends, regional outlook.
Key companies of Edutainment covered in this report include Pororo Parks, Kidzania, Plabo, Legoland Discovery Center, CurioCity, Kindercity, Mattel Play Town, Totter's Otterville and Kidz Holding S.A.L, etc.
The global Edutainment market report caters to various stakeholders in this industry including investors, suppliers, product players, distributors, new entrants, and financial analysts.
Market Segmentation
Company Profiles:
Global Edutainment market, by region:
Global Edutainment market, Segment by Type:
Global Edutainment market, by Application:
Core Chapters
Chapter One: Introduces the report scope of the report, executive summary of global and regional market size and CAGR for the history and forecast period (2018-2023, 2024-2029). It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter Two: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter Three: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter Four: Detailed analysis of Edutainment companies’ competitive landscape, revenue, market share and ranking, latest development plan, merger, and acquisition information, etc.
Chapter Five: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product introduction, revenue, recent development, etc.
Chapter Six, Seven, Eight, Nine and Ten: North America, Europe, Asia Pacific, Latin America, Middle East & Africa, revenue by country.
Chapter Eleven: this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter Twelve: Research Finding/Conclusion
Index
1 Market Overview of Edutainment
1.1 Edutainment Market Overview
1.1.1 Edutainment Product Scope
1.1.2 Edutainment Market Status and Outlook
1.2 Global Edutainment Market Size Overview by Region 2018 VS 2022 VS 2029
1.3 Global Edutainment Market Size by Region (2018-2029)
1.4 Global Edutainment Historic Market Size by Region (2018-2023)
1.5 Global Edutainment Market Size Forecast by Region (2024-2029)
1.6 Key Regions, Edutainment Market Size (2018-2029)
1.6.1 North America Edutainment Market Size (2018-2029)
1.6.2 Europe Edutainment Market Size (2018-2029)
1.6.3 Asia-Pacific Edutainment Market Size (2018-2029)
1.6.4 Latin America Edutainment Market Size (2018-2029)
1.6.5 Middle East & Africa Edutainment Market Size (2018-2029)
2 Edutainment Market by Type
2.1 Introduction
2.1.1 Interactive
2.1.2 Non-interactive
2.1.3 Hybrid Combination
2.1.4 Explorative Games
2.2 Global Edutainment Market Size by Type: 2018 VS 2022 VS 2029
2.2.1 Global Edutainment Historic Market Size by Type (2018-2023)
2.2.2 Global Edutainment Forecasted Market Size by Type (2024-2029)
2.3 Key Regions Market Size by Type
2.3.1 North America Edutainment Revenue Breakdown by Type (2018-2029)
2.3.2 Europe Edutainment Revenue Breakdown by Type (2018-2029)
2.3.3 Asia-Pacific Edutainment Revenue Breakdown by Type (2018-2029)
2.3.4 Latin America Edutainment Revenue Breakdown by Type (2018-2029)
2.3.5 Middle East and Africa Edutainment Revenue Breakdown by Type (2018-2029)
3 Edutainment Market Overview by Application
3.1 Introduction
3.1.1 Children (0-12 years)
3.1.2 Teenager (13-18 years)
3.1.3 Young adult (19-25 years)
3.1.4 Adult (25+ years)
3.2 Global Edutainment Market Size by Application: 2018 VS 2022 VS 2029
3.2.1 Global Edutainment Historic Market Size by Application (2018-2023)
3.2.2 Global Edutainment Forecasted Market Size by Application (2024-2029)
3.3 Key Regions Market Size by Application
3.3.1 North America Edutainment Revenue Breakdown by Application (2018-2029)
3.3.2 Europe Edutainment Revenue Breakdown by Application (2018-2029)
3.3.3 Asia-Pacific Edutainment Revenue Breakdown by Application (2018-2029)
3.3.4 Latin America Edutainment Revenue Breakdown by Application (2018-2029)
3.3.5 Middle East and Africa Edutainment Revenue Breakdown by Application (2018-2029)
4 Edutainment Competition Analysis by Players
4.1 Global Edutainment Market Size by Players (2018-2023)
4.2 Global Top Players by Company Type (Tier 1, Tier 2 and Tier 3) & (based on the Revenue in Edutainment as of 2022)
4.3 Date of Key Players Enter into Edutainment Market
4.4 Global Top Players Edutainment Headquarters and Area Served
4.5 Key Players Edutainment Product Solution and Service
4.6 Competitive Status
4.6.1 Edutainment Market Concentration Rate
4.6.2 Mergers & Acquisitions, Expansion Plans
5 Company (Top Players) Profiles
5.1 Pororo Parks
5.1.1 Pororo Parks Profile
5.1.2 Pororo Parks Main Business
5.1.3 Pororo Parks Edutainment Products, Services and Solutions
5.1.4 Pororo Parks Edutainment Revenue (US$ Million) & (2018-2023)
5.1.5 Pororo Parks Recent Developments
5.2 Kidzania
5.2.1 Kidzania Profile
5.2.2 Kidzania Main Business
5.2.3 Kidzania Edutainment Products, Services and Solutions
5.2.4 Kidzania Edutainment Revenue (US$ Million) & (2018-2023)
5.2.5 Kidzania Recent Developments
5.3 Plabo
5.3.1 Plabo Profile
5.3.2 Plabo Main Business
5.3.3 Plabo Edutainment Products, Services and Solutions
5.3.4 Plabo Edutainment Revenue (US$ Million) & (2018-2023)
5.3.5 Legoland Discovery Center Recent Developments
5.4 Legoland Discovery Center
5.4.1 Legoland Discovery Center Profile
5.4.2 Legoland Discovery Center Main Business
5.4.3 Legoland Discovery Center Edutainment Products, Services and Solutions
5.4.4 Legoland Discovery Center Edutainment Revenue (US$ Million) & (2018-2023)
5.4.5 Legoland Discovery Center Recent Developments
5.5 CurioCity
5.5.1 CurioCity Profile
5.5.2 CurioCity Main Business
5.5.3 CurioCity Edutainment Products, Services and Solutions
5.5.4 CurioCity Edutainment Revenue (US$ Million) & (2018-2023)
5.5.5 CurioCity Recent Developments
5.6 Kindercity
5.6.1 Kindercity Profile
5.6.2 Kindercity Main Business
5.6.3 Kindercity Edutainment Products, Services and Solutions
5.6.4 Kindercity Edutainment Revenue (US$ Million) & (2018-2023)
5.6.5 Kindercity Recent Developments
5.7 Mattel Play Town
5.7.1 Mattel Play Town Profile
5.7.2 Mattel Play Town Main Business
5.7.3 Mattel Play Town Edutainment Products, Services and Solutions
5.7.4 Mattel Play Town Edutainment Revenue (US$ Million) & (2018-2023)
5.7.5 Mattel Play Town Recent Developments
5.8 Totter's Otterville
5.8.1 Totter's Otterville Profile
5.8.2 Totter's Otterville Main Business
5.8.3 Totter's Otterville Edutainment Products, Services and Solutions
5.8.4 Totter's Otterville Edutainment Revenue (US$ Million) & (2018-2023)
5.8.5 Totter's Otterville Recent Developments
5.9 Kidz Holding S.A.L
5.9.1 Kidz Holding S.A.L Profile
5.9.2 Kidz Holding S.A.L Main Business
5.9.3 Kidz Holding S.A.L Edutainment Products, Services and Solutions
5.9.4 Kidz Holding S.A.L Edutainment Revenue (US$ Million) & (2018-2023)
5.9.5 Kidz Holding S.A.L Recent Developments
5.10 Little Explorers
5.10.1 Little Explorers Profile
5.10.2 Little Explorers Main Business
5.10.3 Little Explorers Edutainment Products, Services and Solutions
5.10.4 Little Explorers Edutainment Revenue (US$ Million) & (2018-2023)
5.10.5 Little Explorers Recent Developments
6 North America
6.1 North America Edutainment Market Size by Country (2018-2029)
6.2 U.S.
6.3 Canada
7 Europe
7.1 Europe Edutainment Market Size by Country (2018-2029)
7.2 Germany
7.3 France
7.4 U.K.
7.5 Italy
7.6 Russia
7.7 Nordic Countries
7.8 Rest of Europe
8 Asia-Pacific
8.1 Asia-Pacific Edutainment Market Size by Region (2018-2029)
8.2 China
8.3 Japan
8.4 South Korea
8.5 Southeast Asia
8.6 India
8.7 Australia
8.8 Rest of Asia-Pacific
9 Latin America
9.1 Latin America Edutainment Market Size by Country (2018-2029)
9.2 Mexico
9.3 Brazil
9.4 Rest of Latin America
10 Middle East & Africa
10.1 Middle East & Africa Edutainment Market Size by Country (2018-2029)
10.2 Turkey
10.3 Saudi Arabia
10.4 UAE
10.5 Rest of Middle East & Africa
11 Edutainment Market Dynamics
11.1 Edutainment Industry Trends
11.2 Edutainment Market Drivers
11.3 Edutainment Market Challenges
11.4 Edutainment Market Restraints
12 Research Finding /Conclusion
13 Methodology and Data Source
13.1 Methodology/Research Approach
13.1.1 Research Programs/Design
13.1.2 Market Size Estimation
13.1.3 Market Breakdown and Data Triangulation
13.2 Data Source
13.2.1 Secondary Sources
13.2.2 Primary Sources
13.3 Disclaimer
13.4 Author List
Published By : QY Research