The global demand for Edutainment Market is presumed to reach the market size of nearly USD XX MN by 2028 from USD XX MN in 2021 with a CAGR of XX% under the study period 2022 - 2028.
The phrase ""Edutainment"" is derived from the words ""entertainment"" and ""education."" Edutainment centers are locations that children and their parents visit during field excursions, such as zoos, aquariums, scientific centers, botanical gardens, and children's museums, and these sites combine instructional elements with entertainment or enjoyment. As a result, edutainment centers are where learning is accomplished through entertainment. People under the age of 25 are prone to use intelligent gadgets; therefore, edutainment is a blend of knowledge, technology is the tool for mining that massive supply of money, and data is the currency.
Market Dynamics
The rise in investments by well-known players for edutainment centers is one of the primary reasons projected to propel the growth of the edutainment industry in the forecast period. Furthermore, the rise in disposable money will create additional opportunities for the edutainment business to flourish in the coming years. In addition, the adoption of advanced technology in the education sphere, such as the use of enhanced and virtual reality technology, is expected to slow the edutainment market's growth. On the other hand, the edutainment market's growth is expected to be hampered in the timeframe term due to design complications.
The research report covers Porter's Five Forces Model, Market Attractiveness Analysis, and Value Chain analysis. These tools help to get a clear picture of the industry's structure and evaluate the competition attractiveness at a global level. Additionally, these tools also give an inclusive assessment of each segment in the global market of edutainment. The growth and trends of edutainment industry provide a holistic approach to this study.
Market Segmentation
This section of the edutainment market report provides detailed data on the segments at country and regional level, thereby assisting the strategist in identifying the target demographics for the respective product or services with the upcoming opportunities.
By Gaming Type
- Interactive
- Non-Interactive
- Explorative
- Hybrid Combination
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 Revenue Source
- Entry Fees & Tickets
- Food & Beverages
- Merchandising
- Advertising
- Others
By Visitor Demographics
- Children (0-12 Years)
- Teenager (13-18 Years)
- Young Adult (19-25 Years)
- Adult (25+ Years)
Regional Analysis
This section covers the regional outlook, which accentuates current and future demand for the Edutainment market across North America, Europe, Asia-Pacific, Latin America, and Middle East & Africa. Further, the report focuses on demand, estimation, and forecast for individual application segments across all the prominent regions.
Global Edutainment Market Share by Region (Representative Graph)
The research report also covers the comprehensive profiles of the key players in the market and an in-depth view of the competitive landscape worldwide. The major players in the edutainment market include Kidzania, Legoland Discovery Center, Kindercity, Plabo, Pororo Parks, CurioCity, Totter's Otterville, Mattel Play! Town, Little Explorers, and Kidz Holding S.A.L. This section consists of a holistic view of the competitive landscape that includes various strategic developments such as key mergers & acquisitions, future capacities, partnerships, financial overviews, collaborations, new product developments, new product launches, and other developments.
In case you have any custom requirements, do write to us. Our research team can offer a customized report as per your need.