The report on the global edutainment market provides qualitative and quantitative analysis for the period from 2019 to 2027. The report predicts the global edutainment market to grow with a CAGR of 16.45% over the forecast period from 2021-2027. The study on edutainment market covers the analysis of the leading geographies such as North America, Europe, Asia-Pacific, RoW, North America, Europe, Asia-Pacific, and RoW for the period of 2019 to 2027.
The report on edutainment market is a comprehensive study and presentation of drivers, restraints, opportunities, demand factors, market size, forecasts, and trends in the global edutainment market over the period of 2019 to 2027. Moreover, the report is a collective presentation of primary and secondary research findings.
Porter's five forces model in the report provides insights into the competitive rivalry, supplier and buyer positions in the market and opportunities for the new entrants in the global edutainment market over the period of 2019 to 2027. Further, Growth Matrix gave in the report brings an insight into the investment areas that existing or new market players can consider.
The primary research involves extensive interviews and analysis of the opinions provided by the primary respondents. The primary research starts with identifying and approaching the primary respondents, the primary respondents are approached include
1. Key Opinion Leaders
2. Internal and External subject matter experts
3. Professionals and participants from the industry
2. Product/brand/marketing managers
3. CXO level executives
4. Regional/zonal/country managers
5. Vice President level executives.
Secondary research involves extensive exploring through the secondary sources of information available in both the public domain and paid sources. Each research study is based on over 500 hours of secondary research accompanied by primary research. The information obtained through the secondary sources is validated through the crosscheck on various data sources.
2. Government/institutional publications
3. Trade and associations journals
4. Databases such as WTO, OECD, World Bank, and among others.
5. Websites and publications by research agencies
The global edutainment market is segmented on the basis of gaming type, visitor demographics, and revenue source.
The companies covered in the report include
2. Complete coverage of all the segments in the edutainment market to analyze the trends, developments in the global market and forecast of market size up to 2027.
3. Comprehensive analysis of the companies operating in the global edutainment market. The company profile includes analysis of product portfolio, revenue, SWOT analysis and latest developments of the company.
4. Growth Matrix presents an analysis of the product segments and geographies that market players should focus to invest, consolidate, expand and/or diversify.
The report on edutainment market is a comprehensive study and presentation of drivers, restraints, opportunities, demand factors, market size, forecasts, and trends in the global edutainment market over the period of 2019 to 2027. Moreover, the report is a collective presentation of primary and secondary research findings.
Porter's five forces model in the report provides insights into the competitive rivalry, supplier and buyer positions in the market and opportunities for the new entrants in the global edutainment market over the period of 2019 to 2027. Further, Growth Matrix gave in the report brings an insight into the investment areas that existing or new market players can consider.
Report Findings
1) Drivers
- The integrating advancement in a technological world in virtual reality gaming in the market is boosting the overall growth of the market
2) Restraints
- Edutainment platform requires proper’s setup such as projectors, interactive whiteboards, printers, PCs, laptops, smartphones, and other computing devices that cost high in prices for the educational institutions.
3) Opportunities
- The development of innovative products is expected to provide growth opportunities to the edutainment market in the upcoming future.
Research Methodology
A) Primary Research
The primary research involves extensive interviews and analysis of the opinions provided by the primary respondents. The primary research starts with identifying and approaching the primary respondents, the primary respondents are approached include
1. Key Opinion Leaders
2. Internal and External subject matter experts
3. Professionals and participants from the industry
The primary research respondents typically include
1. Executives working with leading companies in the market under review2. Product/brand/marketing managers
3. CXO level executives
4. Regional/zonal/country managers
5. Vice President level executives.
B) Secondary Research
Secondary research involves extensive exploring through the secondary sources of information available in both the public domain and paid sources. Each research study is based on over 500 hours of secondary research accompanied by primary research. The information obtained through the secondary sources is validated through the crosscheck on various data sources.
The secondary sources of the data typically include
1. Company reports and publications2. Government/institutional publications
3. Trade and associations journals
4. Databases such as WTO, OECD, World Bank, and among others.
5. Websites and publications by research agencies
Segment Covered
The global edutainment market is segmented on the basis of gaming type, visitor demographics, and revenue source.
The Global Edutainment Market by Gaming Type
- Interactive
- Non-interactive
- Explorative
- Hybrid Combination
- Interactive
The Global Edutainment Market by Visitor Demographics
- Children (0-12 Years)
- Teenager (13-18 Years)
- Young Adult (19-25 Years)
The Global Edutainment Market by Revenue Source
- Entry Fees & Tickets
- Merchandising
- Advertising
- Others
Company Profiles
The companies covered in the report include
- Kidz Holding S.A.L
- Kindercity
- Legoland Discovery Center
- Pororo Parks
- CurioCity
- Kidzania
- Totter’s Otterville
- Mattel Play Town
- Little Explorers
- Plabo
- Kidz Holding S.A.L
What does this Report Deliver?
1. Comprehensive analysis of the global as well as regional markets of the edutainment market.2. Complete coverage of all the segments in the edutainment market to analyze the trends, developments in the global market and forecast of market size up to 2027.
3. Comprehensive analysis of the companies operating in the global edutainment market. The company profile includes analysis of product portfolio, revenue, SWOT analysis and latest developments of the company.
4. Growth Matrix presents an analysis of the product segments and geographies that market players should focus to invest, consolidate, expand and/or diversify.
This product will be delivered within 1-3 business days.
Table of Contents
1. Preface
2. Executive Summary
3. Global Edutainment Market Overview
5. Global Edutainment Market by Gaming Type
6. Global Edutainment Market by Visitor Demographics
7. Global Edutainment Market by Revenue Source
8. Global Edutainment Market by Region 2021-2027
9. Company Profiles and Competitive Landscape
Companies Mentioned
- Kidz Holding S.A.L
- Kindercity
- Legoland Discovery Center
- Pororo Parks
- CurioCity
- Kidzania
- Totter’s Otterville
- Mattel Play Town
- Little Explorers
- Plabo
- Kidz Holding S.A.L
Table Information
Report Attribute | Details |
---|---|
No. of Pages | 100 |
Published | January 2022 |
Forecast Period | 2021 - 2027 |
Estimated Market Value ( USD | $ 1662.3 Million |
Forecasted Market Value ( USD | $ 4144.4 Million |
Compound Annual Growth Rate | 16.4% |
Regions Covered | Global |
No. of Companies Mentioned | 11 |