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Edutainment Market - Global Industry Analysis, Size, Share, Growth, Trends, and Forecast, 2019-2027

  • ID: 4851090
  • Report
  • Region: Global
  • 230 pages
  • Transparency Market Research
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Edutainment Market: Overview

The edutainment market report provides analysis for the period 2017 – 2027, where 2019 to 2027 is the forecast period and 2018 is the base year. The report covers all the major trends and technologies expected to play an influential role in the market’s growth over the forecast period. It also highlights the drivers, restraints, and opportunities for the analysis of market growth during the said period. The study provides a complete perspective on the evolution of the global edutainment market throughout the above mentioned forecast period in terms of revenue (US$ Mn). 

The market overview section of the report demonstrates market dynamics such as the drivers, restraints, and opportunities that influence the current nature and future status of this market and macroeconomic factors. A market attractiveness analysis has been provided for every segment in the report, in order to provide a thorough understanding of the overall scenario in the edutainment market. The report also provides an overview of various strategies adopted by key players in the market. 

Global Edutainment Market: Scope of the Report

The edutainment market is segmented based on visitor demographics, facility size, gaming type, and revenue source. Based on visitor demographics, the market has been bifurcated into children (0-12 years), teenager (13-18 years), young adult (19-25 years), and adult (25+ years). In terms of facility size, the market has been segmented into 5,001 to 10,000 sq. ft., 10,001 to 20,000 sq. ft., 20,001 to 40,000 sq. ft. and > 40,000 sq. ft. Based on gaming type, the market is segmented into interactive, non-interactive, explorative, and hybrid combination games. On the basis of revenue source, the market has been divided into entry fees & tickets, food & beverages, merchandising, advertising, and others. The report provides in-depth segment analysis of the global edutainment market, thereby providing valuable insights at the macro as well as micro levels. 

The report also highlights the competitive landscape of the global edutainment market, positioning all the major players according to their presence in different regions of the world and recent key developments initiated by them in the market. The comprehensive edutainment market estimates are the result of our in-depth secondary research, primary interviews, and in-house expert panel reviews. These market estimates have been analyzed by taking into account the impact of different political, social, economic, and technological factors along with the current market dynamics affecting the growth of the edutainment market. 

The report provides all the essential information required to understand the key developments in the edutainment market, and growth trends of each segment and region. It also includesstrategies, financial information, sales footprint, and developmentsunder the company profile section. The report provides insights related to trends and their impact on the market. The report also provides a comprehensivevalue chain analysis for the edutainment market. 

Global Edutainment Market: Research Methodology

The research methodology is a perfect combination of primary research, secondary research, and expert panel reviews. Secondary research sources such as annual reports, company websites, broker reports, financial reports, SEC filings and investor presentations, national government documents, internal and external proprietary databases, statistical databases, relevant patent and regulatory databases, market reports, government publications, statistical databases, World Bank database, and industry white papers are usuallyreferred.

Primary research involves telephonic interviews, e-mail interactions, and face-to-face interviews for detailed and unbiased reviews on the edutainment market,across geographies. Primary interviews are usually conducted on an ongoing basis with industry expertsand participants in order to get latest market insights and validate the existing data and analysis. Primary interviews offer firsthand information on important factors such as market trends, market size, competitive landscape, growth trends, and outlook, etc. These factors help to validate and strengthen secondary research findings and also help to develop the analysis team’s expertise and market understanding. Moreover, the data collected and analyzed from secondary and primary research is again discussed and examined by our expert panel. 

Global Edutainment market: Competitive Dynamics

The research study includes profiles of leading companies operating in the global edutainment market. Some of the key players profiled include Kidzania, Legoland Discovery Center, Kindercity, Plabo, Pororo Parks, CurioCity, Totter's Otterville, Mattel Play! Town, Little Explorers, and Kidz Holding S.A.L. 

Note: Product cover images may vary from those shown
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1. Preface
1.1. Market Scope
1.2. Market Segmentation
1.3. Key Research Objectives

2. Assumptions and Research Methodology
2.1. Market Taxonomy - Segment Definitions
2.2. Research Methodology
2.2.1. List of Primary and Secondary Sources

3. Executive Summary: Global Edutainment Market

4. Market Overview
4.1. Introduction
4.2. Market Factor Analysis
4.2.1. Market Dynamics (Growth Influencers)
4.2.1.1.Drivers
4.2.1.2.Restraints
4.2.1.3.Opportunities
4.2.1.4.Impact Analysis of Drivers & Restraints
4.3. Global Edutainment Market Analysis and Forecast, 2014 – 2028
4.3.1. Market Revenue Analysis (US$ Mn)
4.3.1.1.Historic Growth Trends, 2014-2017
4.3.1.2.Forecast Trends, 2019-2028
4.4. Market Attractiveness Analysis– By Region (Global/North America/Western Europe /Asia Pacific/Middle East & Africa/South America)
4.4.1.By Game Type
4.4.2.By Facility Size
4.4.3.By Revenue Source
4.4.4.By Visitor Demographics

5. Global Edutainment Market Analysis and Forecast, by Gaming Type
5.1. Market Value Share Analysis by Gaming type
5.2. Y-o-Y Growth Analysis by Gaming type
5.3. Edutainment Market Size (US$ Mn) Forecast, by Gaming Type, 2017 – 2027
5.3.1.Interactive
5.3.2.Non-interactive
5.3.3.Explorative
5.3.4.Hybrid Combination

6. Global Edutainment Market Analysis and Forecast, by Facility Size
6.1. Market Value Share Analysis by Facility Size
6.2. Y-o-Y Growth Analysis by Facility Size
6.3. Edutainment Market Size (US$ Mn) Forecast, by Facility Size 2017 - 2027
6.3.1. 5,001 to 10,000 Sq. Ft.
6.3.2. 10,001 to 20,000 Sq. Ft.
6.3.3. 20,001 to 40,000 Sq. Ft.
6.3.4. > 40,000 Sq. Ft.

7. Global Edutainment Market Analysis and Forecast, by Revenue Source
7.1. Market Value Share Analysis by Revenue Source
7.2. Y-o-Y Growth Analysis by Revenue Source
7.3. Edutainment Market Size (US$ Mn) Forecast, by Revenue Source, 2017 - 2027
7.3.1. Entry fees & tickets
7.3.2. Food & Beverages
7.3.3. Merchandising
7.3.4. Advertising
7.3.5. Others

8. Global Edutainment Market Analysis and Forecast, by Visitor Demographics
8.1. Market Value Share Analysis by Visitor Demographics
8.2. Y-o-Y Growth Analysis by Visitor Demographics
8.3. Edutainment Market Size (US$ Mn) Forecast, by Visitor Demographics, 2017 - 2027
8.3.1. Children (0-12)
8.3.2. Teenager (13-18)
8.3.3. Young Adult (19-25)
8.3.4. Adult (25+)

9. Global Edutainment Market Analysis and Forecast, by Region
9.1. Edutainment Market Size (US$ Mn) Forecast, by Region, 2017 - 2027
9.1.1. North America
9.1.2. Western Europe
9.1.3. Asia Pacific
9.1.4. Middle East & Africa
9.1.5. South America

10. North America Edutainment Market Analysis and Forecast
10.1. Introduction
10.2. Historical Market Size Analysis by Market Segment, 2013-2016
10.3. Impact Analysis of Drivers and Restraints
10.4. Edutainment Market Size (US$ Mn) Forecast, by Gaming Type, 2017 – 2027
10.4.1. Interactive
10.4.2. Non-interactive
10.4.3. Explorative
10.4.4. Hybrid Combination
10.5. Edutainment Market Size (US$ Mn) Forecast, by Facility Size 2017 - 2027
10.5.1. 5,001 to 10,000 Sq. Ft.
10.5.2. 10,001 to 20,000 Sq. Ft.
10.5.3. 20,001 to 40,000 Sq. Ft.
10.5.4. > 40,000 Sq. Ft.
10.6. Edutainment Market Size (US$ Mn) Forecast, by Revenue Source, 2017 - 2027
10.6.1. Entry fees & tickets
10.6.2. Food & Beverages
10.6.3. Merchandising
10.6.4. Advertising
10.6.5. Others
10.7. Edutainment Market Size (US$ Mn) Forecast, by Visitor Demographics, 2017 - 2027
10.7.1. Children (0-12)
10.7.2. Teenager (13-18)
10.7.3. Young Adult (19-25)
10.7.4. Adult (25+)
10.8. Edutainment Market Size (US$ Mn) Forecast, by Country & Sub-region, 2017 - 2027
10.8.1. The U.S.
10.8.2. Canada
10.8.3. Rest of North America

11. Western Europe Edutainment Market Analysis and Forecast
11.1. Introduction
11.2. Historical Market Size Analysis by Market Segment, 2013-2016
11.3. Impact Analysis of Drivers and Restraints
11.4. Edutainment Market Size (US$ Mn) Forecast, by Gaming Type, 2017 – 2027
11.4.1. Interactive
11.4.2. Non-interactive
11.4.3. Explorative
11.4.4. Hybrid Combination
11.5. Edutainment Market Size (US$ Mn) Forecast, by Facility Size 2017 - 2027
11.5.1. 5,001 to 10,000 Sq. Ft.
11.5.2. 10,001 to 20,000 Sq. Ft.
11.5.3. 20,001 to 40,000 Sq. Ft.
11.5.4. > 40,000 Sq. Ft.
11.6. Edutainment Market Size (US$ Mn) Forecast, by Revenue Source, 2017 - 2027
11.6.1. Entry fees & tickets
11.6.2. Food & Beverages
11.6.3. Merchandising
11.6.4. Advertising
11.6.5. Others
11.7. Edutainment Market Size (US$ Mn) Forecast, by Visitor Demographics, 2017 - 2027
11.7.1. Children (0-12)
11.7.2. Teenager (13-18)
11.7.3. Young Adult (19-25)
11.7.4. Adult (25+)
11.8. Edutainment Market Size (US$ Mn) Forecast, by Country & Sub-region, 2017 - 2027
11.8.1. Germany
11.8.2. France
11.8.3. The U.K.
11.8.4. Rest of Western Europe

12. Asia Pacific Edutainment Market Analysis and Forecast
12.1. Introduction
12.2. Historical Market Size Analysis by Market Segment, 2013-2016
12.3. Impact Analysis of Drivers and Restraints
12.4. Edutainment Market Size (US$ Mn) Forecast, by Gaming Type, 2017 – 2027
12.4.1. Interactive
12.4.2. Non-interactive
12.4.3. Explorative
12.4.4. Hybrid Combination
12.5. Edutainment Market Size (US$ Mn) Forecast, by Facility Size 2017 - 2027
12.5.1. 5,001 to 10,000 Sq. Ft.
12.5.2. 10,001 to 20,000 Sq. Ft.
12.5.3. 20,001 to 40,000 Sq. Ft.
12.5.4. > 40,000 Sq. Ft.
12.6. Edutainment Market Size (US$ Mn) Forecast, by Revenue Source, 2017 - 2027
12.6.1. Entry fees & tickets
12.6.2. Food & Beverages
12.6.3. Merchandising
12.6.4. Advertising
12.6.5. Others
12.7. Edutainment Market Size (US$ Mn) Forecast, by Visitor Demographics, 2017 - 2027
12.7.1. Children (0-12)
12.7.2. Teenager (13-18)
12.7.3. Young Adult (19-25)
12.7.4. Adult (25+)
12.8. Edutainment Market Size (US$ Mn) Forecast, by Country & Sub-region, 2017 - 2027
12.8.1. China
12.8.2. India
12.8.3. Japan
12.8.4. Rest of Asia Pacific

13. Middle East & Africa (MEA) Edutainment Market Analysis and Forecast
13.1. Introduction
13.2. Historical Market Size Analysis by Market Segment, 2013-2016
13.3. Impact Analysis of Drivers and Restraints
13.4. Edutainment Market Size (US$ Mn) Forecast, by Gaming Type, 2017 – 2027
13.4.1. Interactive
13.4.2. Non-interactive
13.4.3. Explorative
13.4.4. Hybrid Combination
13.5. Edutainment Market Size (US$ Mn) Forecast, by Facility Size 2017 - 2027
13.5.1. 5,001 to 10,000 Sq. Ft.
13.5.2. 10,001 to 20,000 Sq. Ft.
13.5.3. 20,001 to 40,000 Sq. Ft.
13.5.4. > 40,000 Sq. Ft.
13.6. Edutainment Market Size (US$ Mn) Forecast, by Revenue Source, 2017 - 2027
13.6.1. Entry fees & tickets
13.6.2. Food & Beverages
13.6.3. Merchandising
13.6.4. Advertising
13.6.5. Others
13.7. Edutainment Market Size (US$ Mn) Forecast, by Visitor Demographics, 2017 - 2027
13.7.1. Children (0-12)
13.7.2. Teenager (13-18)
13.7.3. Young Adult (19-25)
13.7.4. Adult (25+)
13.8. Edutainment Market Size (US$ Mn) Forecast, by Country & Sub-region, 2017 - 2027
13.8.1. GCC Countries
13.8.2. South Africa
13.8.3. Rest of Middle East & Africa

14. South America Edutainment Market Analysis and Forecast
14.1. Introduction
14.2. Historical Market Size Analysis by Market Segment, 2013-2016
14.3. Impact Analysis of Drivers and Restraints
14.4. Edutainment Market Size (US$ Mn) Forecast, by Gaming Type, 2017 – 2027
14.4.1. Interactive
14.4.2. Non-interactive
14.4.3. Explorative
14.4.4. Hybrid Combination
14.5. Edutainment Market Size (US$ Mn) Forecast, by Facility Size 2017 - 2027
14.5.1. 5,001 to 10,000 Sq. Ft.
14.5.2. 10,001 to 20,000 Sq. Ft.
14.5.3. 20,001 to 40,000 Sq. Ft.
14.5.4. > 40,000 Sq. Ft.
14.6. Edutainment Market Size (US$ Mn) Forecast, by Revenue Source, 2017 - 2027
14.6.1. Entry fees & tickets
14.6.2. Food & Beverages
14.6.3. Merchandising
14.6.4. Advertising
14.6.5. Others
14.7. Edutainment Market Size (US$ Mn) Forecast, by Visitor Demographics, 2017 - 2027
14.7.1. Children (0-12)
14.7.2. Teenager (13-18)
14.7.3. Young Adult (19-25)
14.7.4. Adult (25+)
14.8. Edutainment Market Size (US$ Mn) Forecast, by Country & Sub-region, 2017 - 2027
14.8.1. Brazil
14.8.2. Rest of South America

15. Competition Landscape
15.1. Market Player – Competition Matrix
15.2.Market Share Analysis (%), by Company (2017)
15.3. Regional Intensity Map

16. Company Profiles (Details – Business Overview, Sales Area/Geographical Presence, Spending and Strategy)
16.1. Kidzania
16.2. Legoland Discovery Center
16.3. Kindercity
16.4. Plabo
16.5. Pororo Parks
16.6. CurioCity
16.7. Totter's Otterville
16.8. Mattel Play! Town
16.9. Little Explorers
16.10. Kidz Holding S.A.L.

17. Key Takeaway
Note: Product cover images may vary from those shown
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