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Global Edutainment Market - Growth, Trends, COVID-19 Impact, and Forecasts (2022 - 2027)

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    Report

  • 150 Pages
  • January 2022
  • Region: Global
  • Mordor Intelligence
  • ID: 5012558

The word “Edutainment” has been derived from the combination of the words “education” and “entertainment”. Edutainment centers are the places which are visited by the children or their parents during the field trips such as aquariums, zoos, botanical gardens, science, and children’s museum, and these places have the educational aspects with the addition of
amusement or entertainment. So, edutainment centers are those where there is a provision of learning through leisure. Also, this is the information age and it is quite evident that the education is more and more clubbed with entertainment models to keep the millennials engaged in the quality of education needed to deal with the newer challenges both at personal and professional levels. Data is money and technology is the tool to mine that vast source of money. Edutainment is something that is a culmination of both education and entertainment and is well accepted by the age of 25 years and lower who use smart devices more frequently. There are numerous drivers that lead to growth in this market.



a. Ease of game design



b. Increased adoption of edutainment globally



c. Excellent platform for certain subjects such as languages and history



d. Increased investments by large gaming and educational businesses



e. Enhancement of the children’s social skills



Market restraints



a. Skepticism about the educational value of the edutainment



b. Lack of recognition granted to the traditional educational systems



Key Market Trends


Technological Advancement Is Driving Edutech To Newer Heights


Technology has touched almost every sector in an economy to take conventional methods to a newer and innovative level. Education is also one such sector that has widely benefited from the introduction of technology in the way it is being delivered in different parts of the world. The rising penetration of internet services and technological advancement in the education sector is a widely attracting investment. The technology companies have begun to collaborate with the education institutes to integrate advance technologies such as augmented reality and virtual reality to provide engagement-based learning. Also, the development of interactive and smart classes across the educational institutes is driving the growth in the market.



Asia Pacific Growing Significantly Among All The Regions Across The Globe


Among the different key geographical regions, South East Asia within Asia Pacific is projected to grow higher in the global edutainment market. This region has the largest number of smart device users and a very large pre audit population, factors which are driving the market significantly. Additionally, the presence of many edutainment companies and very stronger competition for education further aids in the growth of the market. Also, the increased investment in the educational technology is also accelerating the adoption of the edutainment market. Further, the adoption of the cloud computing technology among the education sector is developing newer avenues for the growth of the market.



Competitive Landscape


The edutainment market is highly fragmented with many smaller players competing with each other extensively. Regionally, the USA had witnessed the largest number of players operating in the market followed by China. There is an immense investment in technology and education in these countries that further drives the market to reach its ultimate potential.



Additional Benefits:

  • The market estimate (ME) sheet in Excel format
  • 3 months of analyst support


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Table of Contents

1 INTRODUCTION
1.1 Study Deliverables
1.2 Study Assumptions
1.3 Scope of the Study
2 RESEARCH METHODOLOGY
2.1 Analysis Methodology
2.2 Research Phases
3 EXECUTIVE SUMMARY
4 MARKET DYNAMICS AND INSIGHTS
4.1 Current Market Scenario
4.2 Market Dynamics
4.2.1 Drivers
4.2.2 Restraints
4.2.3 Opportunities
4.3 Industry Attractiveness - Porter's Five Forces Analysis
4.4 Value Chain / Supply Chain Analysis
4.5 Industry Policies and Regulations
4.6 Insights into the type of educational institutions using these products
4.7 Insights on the different most commonly used products
4.8 Insights on the key stakeholders - Manufacturers, Distributors, Traders, Wholesalers, Downstream vendors
4.9 Insights on the key business strategies used by the edutainment market players and service providers
4.10 Technological Advancements
4.11 Advertising Strategies Implemented by the Market Players
4.12 Insights on the Innovative Strategies to sell different services
5 MARKET SEGMENTATION
5.1 By product type
5.1.1 Interactive
5.1.2 Non interactive
5.1.3 Hybrid
5.1.4 Explorative
5.2 By end use age group
5.2.1 Children
5.2.2 Teenagers
5.2.3 Young Adult
5.2.4 Adult
5.3 By region/ country
5.3.1 United States of America
5.3.2 Europe
5.3.3 China
5.3.4 Japan
5.3.5 South East Asia
5.3.6 India
5.3.7 Central and South America
6 COMPETITIVE LANDSCAPE
6.1 Market Concentration Overview
6.2 Company Profiles
6.2.1 Pororo Parks
6.2.2 Kidzania
6.2.3 Plabo
6.2.4 Legoland Discovery Center
6.2.5 CurioCity
6.2.6 Kindercity
6.2.7 Mattel Play! Town
6.2.8 Totter's Otterville
6.2.9 Kidz Holding S.A.L
6.2.10 Little Explorers
6.2.11 ConveGenius
6.2.12 Grey Sim
6.2.13 Edsys
6.2.14 IdeaCrate Edutainment Company
6.2.15 DreamUs Edutainment
7 INVESTMENT ANALYSIS
7.1 Recent Mergers and Acquisitions
8 Future of the edutainment market9 DISCLAIMER

Companies Mentioned (Partial List)

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

  • Pororo Parks
  • Kidzania
  • Plabo
  • Legoland Discovery Center
  • CurioCity
  • Kindercity
  • Mattel Play! Town
  • Totter's Otterville
  • Kidz Holding S.A.L
  • Little Explorers
  • ConveGenius
  • Grey Sim
  • Edsys
  • IdeaCrate Edutainment Company
  • DreamUs Edutainment

Methodology

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