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Edutainment Global Market Report 2024

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    Report

  • 200 Pages
  • February 2024
  • Region: Global
  • The Business Research Company
  • ID: 5766996
The edutainment market size has grown rapidly in recent years. It will grow from $6.31 billion in 2023 to $7.32 billion in 2024 at a compound annual growth rate (CAGR) of 16.1%. The growth observed in the historical period can be attributed to a shift in the learning paradigm, the globalization of education, educational TV programs and channels, an emphasis on cognitive development, and the influence of early childhood education.

The edutainment market size is expected to see rapid growth in the next few years. It will grow to $13.42 billion in 2028 at a compound annual growth rate (CAGR) of 16.3%. The anticipated growth in the forecast period can be attributed to accessibility and inclusivity, parental involvement in learning, government support for edutainment, a continuous learning culture, and the inclusion of social learning features. Major trends in the forecast period include virtual and augmented reality edutainment, gamification in education, educational apps and platforms, artificial intelligence (AI) in learning, and collaborations with content creators.

The global surge in the adoption of edutainment is anticipated to fuel the growth of the edutainment market in the forecast period. The fusion of entertainment and education creates an interactive learning environment for children, offering a significant advantage by integrating intellectually stimulating concepts into the learning process. Edutainment taps into children's natural curiosity, allowing them to embody their favorite characters or explore dream locations, fostering a sense of "happy energy" and boosting confidence. According to a 2021 report by Jing's Culture & Commerce, a U.S.-based technology trends publisher, even before the onset of COVID-19, museums worldwide invested $2 billion annually in education-focused activities. These institutions dedicated over 18 million hours to targeted education each year, covering aspects such as guided tours, staff visits, school outreach, and professional development for teachers. The increasing global embrace of edutainment is poised to be a driving force behind the market's growth.

The expanding education sector is poised to be a key driver in propelling the growth of the edutainment market in the foreseeable future. The education sector encompasses the entire system and infrastructure dedicated to providing formal instruction, fostering learning, and individual development. Edutainment, a fusion of education and entertainment, is reshaping the education landscape by introducing engagement, interactivity, and enhanced effectiveness. Edutainment platforms have the flexibility to adapt to individual learning paces and styles, catering to a diverse range of learners. For example, a report from the University of Technology Sydney, published in July 2023, highlighted that secondary education marked the highest level of school completion in the United States in 2022, with 28% of the population achieving this milestone. In the UK, 73.2% of secondary school-age residents attained a GCSE pass rate in 2022. With a total enrollment exceeding 3.95 million students in public and private schools as of 2021, Australia contributes significantly to the growing education sector, thereby fueling the expansion of the edutainment market.

Virtual Reality (VR) stands out as the cutting-edge technology in the edutainment market, offering students an immersive and memorable experience by creating a 360-degree digital learning environment that feels remarkably real. This computer-generated 3D setting envelops users and responds to their actions, typically through immersive head-mounted displays. A prime example is the 3D virtual simulation tool introduced by Virtual Medical Coaching Ltd. in March 2021, specifically tailored for radiography students. This technology guides students through a comprehensive learning process, covering anatomy, radiographic positioning, and pathology. Feedback from students underscores the effectiveness of 3D virtual radiography simulation as a valuable pedagogical tool in radiography education.

Leading companies in the edutainment market are adopting a strategic partnership approach to introduce STEM IoT sensor kits to educational institutions. This collaborative strategy involves leveraging the strengths and resources of major players for mutual benefits and success. For example, in January 2022, RAKwireless Technology Limited, a China-based IoT solution provider, joined forces with One Planet Education Network (OPEN), a Switzerland-based social enterprise. The objective of this partnership is to bridge the IoT education gap by providing OPEN-RAK DIY STEM Lab Sensor Wisblock kits to students globally. The aim is to address the digital divide by offering easily accessible kits, empowering students to learn practical IoT applications and apply them in their local communities for sustainable development initiatives. Early applications include student-created sensors for projects such as sustainable farming, climate change monitoring, and air quality assessments. The overarching goal of the program is to establish a global network for IoT sensor education and data analytics. This network fosters collaborative learning among students worldwide, enabling them to gain hands-on experience in constructing IoT devices, sharing data internationally, and developing skills to positively impact their communities using RAK technology, supported by OPEN's education and research initiatives.

In June 2021, Meraas, a privately held holding company based in Dubai, made an undisclosed acquisition of the theme parks firm DXB Entertainments. This strategic move is part of a larger plan to privatize the theme parks operator, which has been experiencing financial losses. DXB Entertainments, situated in Dubai, specializes in the development of leisure and entertainment.

Major companies operating in the edutainment market report are Reliance Jio Infocomm Limited, Majid Al Futtaim Group, Mattel Play Town, Merlin Entertainments, Pororo Park, Kidzania, CoComelon, Plabo, Brightcove Inc., Meraas, Kaltura Inc., Tata Sons Private Limited, Kramer Electronics and LEGOLAND Discovery Center, EON Reality Inc., Gardaland, TRIOTECH, LEGOLAND Discovery Center, ConveGenius, Lamsa, SoapBox Labs, Kidz Holding S.A.L, CurioCity, Little Explorers, Vinci Interactive Inc., Kukua, Jellyvision Lab Inc., Kindercity, Emme, UAB Educatus, KneoMedia, Totter's Otterville, Grey Sim.

North America was the largest region in the edutainment market in 2023. 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, Africa. The countries covered in the edutainment market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

In the realm of edutainment, products can be categorized into interactive, non-interactive, hybrid, and explorative types. Interactive edutainment involves games or leisure activities where the user's actions have a direct impact on the experience. On the other hand, non-interactive edutainment encompasses activities such as reading books or watching movies for leisure.

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.

The edutainment market includes revenues earned by entities by providing services such as fictional books with educational themes, music and songs, fictional radio. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Table of Contents

1. Executive Summary2. Edutainment Market Characteristics3. Edutainment Market Trends and Strategies
4. Edutainment Market - Macro Economic Scenario
4.1. Impact of High Inflation on the Market
4.2. Ukraine-Russia War Impact on the Market
4.3. COVID-19 Impact on the Market
5. Global Edutainment Market Size and Growth
5.1. Global Edutainment Market Drivers and Restraints
5.1.1. Drivers of the Market
5.1.2. Restraints of the Market
5.2. Global Edutainment Historic Market Size and Growth, 2018-2023, Value ($ Billion)
5.3. Global Edutainment Forecast Market Size and Growth, 2023-2028, 2033F, Value ($ Billion)
6. Edutainment Market Segmentation
6.1. Global Edutainment Market, Segmentation by Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Interactive
  • Non interactive
  • Hybrid
  • Explorative
6.2. Global Edutainment Market, Segmentation by Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ 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, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Children
  • Teenagers
  • Young Adult
  • Adult
7. Edutainment Market Regional and Country Analysis
7.1. Global Edutainment Market, Split by Region, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
7.2. Global Edutainment Market, Split by Country, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
8. Asia-Pacific Edutainment Market
8.1. Asia-Pacific Edutainment Market Overview
Region Information, Impact of COVID-19, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
8.2. Asia-Pacific Edutainment Market, Segmentation by Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
8.3. Asia-Pacific Edutainment Market, Segmentation by Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
8.4. Asia-Pacific Edutainment Market, Segmentation by End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
9. China Edutainment Market
9.1. China Edutainment Market Overview
9.2. China Edutainment Market, Segmentation by Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
9.3. China Edutainment Market, Segmentation by Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
9.4. China Edutainment Market, Segmentation by End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
10. India Edutainment Market
10.1. India Edutainment Market, Segmentation by Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
10.2. India Edutainment Market, Segmentation by Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
10.3. India Edutainment Market, Segmentation by End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
11. Japan Edutainment Market
11.1. Japan Edutainment Market Overview
11.2. Japan Edutainment Market, Segmentation by Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
11.3. Japan Edutainment Market, Segmentation by Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
11.4. Japan Edutainment Market, Segmentation by End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
12. Australia Edutainment Market
12.1. Australia Edutainment Market, Segmentation by Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
12.2. Australia Edutainment Market, Segmentation by Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
12.3. Australia Edutainment Market, Segmentation by End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
13. Indonesia Edutainment Market
13.1. Indonesia Edutainment Market, Segmentation by Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
13.2. Indonesia Edutainment Market, Segmentation by Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
13.3. Indonesia Edutainment Market, Segmentation by End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
14. South Korea Edutainment Market
14.1. South Korea Edutainment Market Overview
14.2. South Korea Edutainment Market, Segmentation by Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
14.3. South Korea Edutainment Market, Segmentation by Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
14.4. South Korea Edutainment Market, Segmentation by End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
15. Western Europe Edutainment Market
15.1. Western Europe Edutainment Market Overview
15.2. Western Europe Edutainment Market, Segmentation by Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
15.3. Western Europe Edutainment Market, Segmentation by Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
15.4. Western Europe Edutainment Market, Segmentation by End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
16. UK Edutainment Market
16.1. UK Edutainment Market, Segmentation by Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
16.2. UK Edutainment Market, Segmentation by Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
16.3. UK Edutainment Market, Segmentation by End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
17. Germany Edutainment Market
17.1. Germany Edutainment Market, Segmentation by Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
17.2. Germany Edutainment Market, Segmentation by Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
17.3. Germany Edutainment Market, Segmentation by End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
18. France Edutainment Market
18.1. France Edutainment Market, Segmentation by Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
18.2. France Edutainment Market, Segmentation by Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
18.3. France Edutainment Market, Segmentation by End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
19. Italy Edutainment Market
19.1. Italy Edutainment Market, Segmentation by Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
19.2. Italy Edutainment Market, Segmentation by Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
19.3. Italy Edutainment Market, Segmentation by End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
20. Spain Edutainment Market
20.1. Spain Edutainment Market, Segmentation by Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
20.2. Spain Edutainment Market, Segmentation by Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
20.3. Spain Edutainment Market, Segmentation by End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
21. Eastern Europe Edutainment Market
21.1. Eastern Europe Edutainment Market Overview
21.2. Eastern Europe Edutainment Market, Segmentation by Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
21.3. Eastern Europe Edutainment Market, Segmentation by Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
21.4. Eastern Europe Edutainment Market, Segmentation by End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
22. Russia Edutainment Market
22.1. Russia Edutainment Market, Segmentation by Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
22.2. Russia Edutainment Market, Segmentation by Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
22.3. Russia Edutainment Market, Segmentation by End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
23. North America Edutainment Market
23.1. North America Edutainment Market Overview
23.2. North America Edutainment Market, Segmentation by Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
23.3. North America Edutainment Market, Segmentation by Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
23.4. North America Edutainment Market, Segmentation by End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
24. USA Edutainment Market
24.1. USA Edutainment Market Overview
24.2. USA Edutainment Market, Segmentation by Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
24.3. USA Edutainment Market, Segmentation by Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
24.4. USA Edutainment Market, Segmentation by End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
25. Canada Edutainment Market
25.1. Canada Edutainment Market Overview
25.2. Canada Edutainment Market, Segmentation by Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
25.3. Canada Edutainment Market, Segmentation by Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
25.4. Canada Edutainment Market, Segmentation by End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
26. South America Edutainment Market
26.1. South America Edutainment Market Overview
26.2. South America Edutainment Market, Segmentation by Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
26.3. South America Edutainment Market, Segmentation by Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
26.4. South America Edutainment Market, Segmentation by End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
27. Brazil Edutainment Market
27.1. Brazil Edutainment Market, Segmentation by Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
27.2. Brazil Edutainment Market, Segmentation by Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
27.3. Brazil Edutainment Market, Segmentation by End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
28. Middle East Edutainment Market
28.1. Middle East Edutainment Market Overview
28.2. Middle East Edutainment Market, Segmentation by Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
28.3. Middle East Edutainment Market, Segmentation by Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
28.4. Middle East Edutainment Market, Segmentation by End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
29. Africa Edutainment Market
29.1. Africa Edutainment Market Overview
29.2. Africa Edutainment Market, Segmentation by Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
29.3. Africa Edutainment Market, Segmentation by Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
29.4. Africa Edutainment Market, Segmentation by End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
30. Edutainment Market Competitive Landscape and Company Profiles
30.1. Edutainment Market Competitive Landscape
30.2. Edutainment Market Company Profiles
30.2.1. Reliance Jio Infocomm Limited
30.2.1.1. Overview
30.2.1.2. Products and Services
30.2.1.3. Strategy
30.2.1.4. Financial Performance
30.2.2. Majid Al Futtaim Group
30.2.2.1. Overview
30.2.2.2. Products and Services
30.2.2.3. Strategy
30.2.2.4. Financial Performance
30.2.3. Mattel Play Town
30.2.3.1. Overview
30.2.3.2. Products and Services
30.2.3.3. Strategy
30.2.3.4. Financial Performance
30.2.4. Merlin Entertainments
30.2.4.1. Overview
30.2.4.2. Products and Services
30.2.4.3. Strategy
30.2.4.4. Financial Performance
30.2.5. Pororo Park
30.2.5.1. Overview
30.2.5.2. Products and Services
30.2.5.3. Strategy
30.2.5.4. Financial Performance
31. Edutainment Market Other Major and Innovative Companies
31.1. Kidzania
31.2. CoComelon
31.3. Plabo
31.4. Brightcove Inc.
31.5. Meraas
31.6. Kaltura Inc.
31.7. Tata Sons Private Limited
31.8. Kramer Electronics and LEGOLAND Discovery Center
31.9. EON Reality Inc.
31.10. Gardaland
31.11. TRIOTECH
31.12. LEGOLAND Discovery Center
31.13. ConveGenius
31.14. Lamsa
31.15. SoapBox Labs
32. Global Edutainment Market Competitive Benchmarking33. Global Edutainment Market Competitive Dashboard34. Key Mergers and Acquisitions in the Edutainment Market
35. Edutainment Market Future Outlook and Potential Analysis
35.1 Edutainment Market in 2028 - Countries Offering Most New Opportunities
35.2 Edutainment Market in 2028 - Segments Offering Most New Opportunities
35.3 Edutainment Market in 2028 - Growth Strategies
35.3.1 Market Trend-based Strategies
35.3.2 Competitor Strategies
36. Appendix
36.1. Abbreviations
36.2. Currencies
36.3. Historic and Forecast Inflation Rates
36.4. Research Inquiries
36.5. About the Analyst
36.6. Copyright and Disclaimer

Executive Summary

Edutainment Global Market Report 2024 provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on edutainment market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

Reasons to Purchase

  • Gain a truly global perspective with the most comprehensive report available on this market covering 50+ geographies.
  • Understand how the market has been affected by the coronavirus and how it is responding as the impact of the virus abates.
  • Assess the Russia-Ukraine war’s impact on agriculture, energy and mineral commodity supply and its direct and indirect impact on the market.
  • Measure the impact of high global inflation on market growth.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on the latest market shares.
  • Benchmark performance against key competitors.
  • Suitable for supporting your internal and external presentations with reliable high quality data and analysis.
  • Report will be updated with the latest data and delivered to you with an Excel data sheet for easy data extraction and analysis.
  • All data from the report will also be delivered in an excel dashboard format.
Description
Where is the largest and fastest growing market for edutainment? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? This report answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:
  • The impact of sanctions, supply chain disruptions, and altered demand for goods and services due to the Russian Ukraine war, impacting various macro-economic factors and parameters in the Eastern European region and its subsequent effect on global markets.
  • The impact of higher inflation in many countries and the resulting spike in interest rates.
  • The continued but declining impact of COVID-19 on supply chains and consumption patterns.
  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Report Scope

Markets Covered:
1) By Product Type: Interactive; Non interactive; Hybrid; Explorative
2) 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
3) By End-user: Children; Teenagers; Young Adult; Adult

Key Companies Mentioned: Reliance Jio Infocomm Limited; Majid Al Futtaim Group; Mattel Play Town; Merlin Entertainments; Pororo Park

Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain

Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa

Time Series: Five years historic and ten years forecast

Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita

Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments

Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes

Delivery Format: PDF, Word and Excel Data Dashboard

Companies Mentioned (Partial List)

A selection of companies mentioned in this report includes, but is not limited to:

  • Reliance Jio Infocomm Limited
  • Majid Al Futtaim Group
  • Mattel Play Town
  • Merlin Entertainments
  • Pororo Park
  • Kidzania
  • CoComelon
  • Plabo
  • Brightcove Inc.
  • Meraas
  • Kaltura Inc.
  • Tata Sons Private Limited
  • Kramer Electronics and LEGOLAND Discovery Center
  • EON Reality Inc.
  • Gardaland
  • TRIOTECH
  • LEGOLAND Discovery Center
  • ConveGenius
  • Lamsa
  • SoapBox Labs
  • Kidz Holding S.A.L
  • CurioCity
  • Little Explorers
  • Vinci Interactive Inc
  • Kukua
  • Jellyvision Lab Inc.
  • Kindercity
  • Emme
  • UAB Educatus
  • KneoMedia
  • Totter's Otterville
  • Grey Sim

Methodology

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