The global edutainment market size is expected to grow from US$ 2,553.0 Mn in 2018 to US$ 11,348.9 Mn by 2028 at a CAGR of 16.1% in terms of revenue during the forecast period (2018-2028). In this report, the global edutainment market is tracked in terms of value, and is calibrated to obtain the market revenue estimates of edutainment centres.
Knowledge development through the content of the games, innovation in the games and substantial increasing investments by established players are some of the major factors fuelling the growth of the edutainment market. However, lack of knowledge and design of edutainment games are some of the major challenges that are hampering the growth of the edutainment market.
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The edutainment centres provides exciting new ways for the kids to learn new things and have fun at the same time. The new form of edutainment centres that has evolved incorporates some elements of pure entertainment and have a primary emphasis on discovery learning through free spontaneous play.
This research report provides a detailed analysis of the global edutainment market and offers insights on various factors such as the services provided by the global edutainment market. The edutainment market study provides a comprehensive assessment of stakeholder strategies and imperatives for succeeding in the business. This edutainment market report segregates the market based on services and applications across different regions worldwide. Key players are introducing technologically advanced products, which is acting as a major driver of the global edutainment market.
Global Edutainment Market: Segmental Analysis
To understand and assess the demand and opportunities in the edutainment market, the edutainment market report is categorically split into five major sections: edutainment market analysis – by gaming type, by facility size, by revenue source, by visitor demographics and by region.
By edutainment by gaming type
- Interactive
- Non-interactive
- Explorative
- Hybrid Combination
By edutainment 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 edutainment by revenue source
- Entry fees & tickets
- Food & Beverages
- Merchandising
- Advertising
- Others
By edutainment by visitor demographics
- Children (0-12)
- Teenager (13-18)
- Young Adult (19-25)
- Adult (25+)
The section edutainment market analysis by region includes an in-depth country-level analysis of all global regions, namely North America, Latin America, Western Europe, Eastern Europe, SEA and Others in Asia Pacific, Japan, China and MEA, – by gaming type, by facility size, by revenue source, by visitor demographics & by country, and provides market data in terms of value for 2018-2028. In 2017, the market in North America dominated the overall global edutainment market, and it is also the fastest-growing region in the edutainment market.
Global Edutainment Market: Key Players
The key players reported in this study on the global edutainment market are Kidzania, Legoland Discovery Center, Kindercity, Plabo, Pororo Parks, CurioCity, Totter’s Otterville, Mattel Play! Town, Little Explorers and Kidz Holding S.A.L.
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Table Of Content:
1. Executive Summary
2. Market Introduction
3. Market Background
4. Market Forecast
5. Global Edutainment Market Analysis by Gaming Type
6. Global Edutainment Market Analysis by Facility Size
7. Global Edutainment Market Analysis by Revenue Source
8. Global Edutainment Market Analysis by Visitor Demographics
9. Global Edutainment Market Analysis by Region
10. North America Edutainment Market Analysis
11. Latin America Edutainment Market Analysis
12. Western Europe Edutainment Market Analysis
13. Eastern Europe Edutainment Market Analysis
14. SEA and Other APAC Edutainment Market Analysis
15. China Edutainment Market Analysis
16. Japan Edutainment Market Analysis
17. Middle East & Africa (MEA) Edutainment Market Analysis
18. Market Structure Analysis
19. Competition Analysis
20. Research Methodology
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