openPR Logo
Press release

Edutainment Market Size Worth USD 28.04 Billion in 2032 | Emergen Research

04-29-2024 03:21 PM CET | Business, Economy, Finances, Banking & Insurance

Press release from: Emergen Research

Edutainment Market

Edutainment Market

The global edutainment market size was USD 5.76 Billion in 2022 and is expected to register a rapid revenue CAGR of 17.1% during the forecast period. The global edutainment market is witnessing significant growth, driven by increasing adoption of edutainment globally, the incorporation of advanced technologies like Augmented Reality (AR) and Virtual Reality (VR), and the rising investments by large gaming and educational businesses. Edutainment, which combines education with entertainment, is proving to be a key tool in engaging millennials and enhancing the quality of education.

Key Market Drivers

Technological advancements, particularly in AR and VR, are revolutionizing the edutainment sector. Recognizing the educational potential of these digital technologies, educators and course designers are increasingly incorporating them into learning environments. Moreover, with a significant portion of schools in the U.S. opting for remote or blended learning approaches, the demand for digital educational tools is on the rise.

Click the link to get a Free Sample Copy of the Report@ https://www.emergenresearch.com/request-sample/2513

Market Restraints

Despite the market's growth trajectory, challenges such as high costs associated with design and content development, academic limitations, and concerns regarding cyberbullying and $camming are hindering market expansion. Designing error-free educational games requires substantial investments of time and resources.

Segment Insights

Edutainment Gaming Types:

• Interactive activities, offering actionable feedback and recommendations, dominate the market, with products like ViaggiAR and interactive AR storybooks catering to children's educational needs.

• The hybrid combination of traditional classroom teaching and online learning is gaining traction, especially among students and working professionals seeking flexible education options.

Visitor Demographics:

• Children constitute a significant portion of the market, benefiting from educational play activities that promote learning through exploration.

• Young adults are increasingly targeted by edutainment agencies, with a focus on mobile applications and online platforms catering to their preferences.

Revenue Sources:

• Entry fees & tickets remain the primary revenue source, driven by rising family incomes and increased expenditure on education and entertainment.

• Advertising is witnessing steady growth, fueled by the popularity of online channels and innovative ad formats like short-form and long-form video advertising.

Request For An Discount@ https://www.emergenresearch.com/request-discount/2513

Edutainment Top Companies and Competitive Landscape

The global edutainment market is fragmented with several large and medium-sized players accounting for majority of market revenue. Major players are deploying various strategies, entering into mergers & acquisitions, strategic agreements & contracts, developing, testing, and introducing more effective edutainment solutions.

Some major players included in the global edutainment market report are:

• Pororo Parks
• Kidzania
• Thw LEGO Group
• Jenzabar, Inc.
• Discovery Education
• Promethean Limited
• Ellucian Company L.P. and its affilates
• The Plabo
• CurioCity
• Kindercity
• Viator, Inc.
• SEGA
• Bungiw, Inc.
• Sony Group Corporation
• com
• Edsys Pvt. Ltd.
• Disney
• PopReach Corporation
• Merlin Entertainments
• Gardaland Srl

Edutainment Latest Industry News

• In May 2023, Global Educational Venture (GEV), a leading educational company based in Dubai, joined forces with King's College based in the UK to provide a world- class British education to learners worldwide.

• In January 2022, zSpace announced the launch of new inspire editions to the zSpace Learning Station Family. The launch of ultimate VR/AR learning device handles the computing needs and substantial graphics of Career and Technical Education (CTE) and STEM as well as modeling and simulation, esports, and data visualization.

Make Payment [Buy your Exclusive copy] @ https://www.emergenresearch.com/select-license/2513

Edutainment Market Segment Analysis

For the purpose of this report, Emergen Research has segmented the global edutainment market on the basis of gaming type, facility size, revenue source, visitor demographics, and region:

• Gaming Outlook (Revenue, USD Billion; 2019-2032)
o Interactive
o Non-Interactive
o Explorative
o Hybrid Combination
• Facility Size Outlook (Revenue, USD Billion; 2019-2032)
o 5,000 to 10,000 Square foot
o 10,001 to 20,000 Square foot
o 20,001 to 40,000 Square foot
o Above 40,000 Square foot

• Revenue Source Outlook (Revenue, USD Billion; 2019-2032)
o Entry fees & tickets
o Food & Beverage (F&B)
o Merchandising
o Advertising
o Others

• Visitor Demographics Outlook (Revenue, USD Billion; 2019-2032)
o Children (0-12)
o Teenager (13-18)
o Young adult (19-25)
o Adult (25+)

• Regional Outlook (Revenue, USD Billion; 2019-2032)
o North America
1. U.S.
2. Canada
o Europe
1. Germany
2. France
3. UK
4. Italy
5. Spain
6. Benelux
7. Russia
8. Rest of Europe
o Asia Pacific
1. China
2. Japan
3. South Korea
4. India
5. ASEAN Countries
6. Oceania
7. Rest of APAC
o Latin America
1. Brazil
2. Mexico
3. Rest of LATAM
o Middle East & Africa
1. GCC Countries
2. Israel
3. Turkey
4. South Africa
5. Rest of Middle East & Africa

Interested in knowing more relevant information? Click here: https://www.emergenresearch.com/industry-report/edutainment-market

Contact Us:
Eric Lee
Corporate Sales Specialist
Emergen Research
Direct Line: +1 (604) 757-9756
E-mail: sales@emergenresearch.com
Visit for More Insights: https://www.emergenresearch.com/insights

About Us:
Emergen Research is a market research and consulting company that provides syndicated research reports, customized research reports, and consulting services. Our solutions purely focus on your purpose to locate, target, and analyse consumer behavior shifts across demographics, across industries, and help clients make smarter business decisions. We offer market intelligence studies ensuring relevant and fact-based research across multiple industries, including Healthcare, Touch Points, Chemicals, Types, and Energy. We consistently update our research offerings to ensure our clients are aware of the latest trends existent in the market. Emergen Research has a strong base of experienced analysts from varied areas of expertise. Our industry experience and ability to develop a concrete solution to any research problems provides our clients with the ability to secure an edge over their respective competitors.

This release was published on openPR.

Permanent link to this press release:

Copy
Please set a link in the press area of your homepage to this press release on openPR. openPR disclaims liability for any content contained in this release.

You can edit or delete your press release Edutainment Market Size Worth USD 28.04 Billion in 2032 | Emergen Research here

News-ID: 3479295 • Views:

More Releases from Emergen Research

Bacteriophage Market Size to Boost USD 65.67 Million By 2032 | CAGR 4.2% - Published by Emergen Research
Bacteriophage Market Size to Boost USD 65.67 Million By 2032 | CAGR 4.2% - Publi …
The global Bacteriophage Market size was USD 43.52 Million in 2022 and is expected to register a steady revenue CAGR of 4.2% during the forecast period, according to latest analysis by Emergen Research. Increasing prevalence of antibiotic-resistant bacteria and rising demand for personalized medicine and investments and research activities for the production of bacteriophage based treatments and medications are key factors driving market revenue growth. Bacteriophages have been shown to be
Internet of Behaviors (IoB) Market Size to Boost USD 3,087.86 Billion By 2032 | CAGR 23.6% - Published by Emergen Research
Internet of Behaviors (IoB) Market Size to Boost USD 3,087.86 Billion By 2032 | …
The global Internet of Behaviors (IoB) market size is expected to reach USD 3.087.86 Billion in 2032 and register a steady revenue CAGR of 23.6% over the forecast period, according to the latest analysis by Emergen Research. Stringent regulations on the use of Internet of Behaviors (IoB) in various industries and technological advancements of big data analytics and IoB technology are key factors driving market revenue growth. The use and
Consumer Internet of Things (IoT) Market Size to Boost USD 334.78 Billion By 2032 | CAGR 13.9% - Published by Emergen Research
Consumer Internet of Things (IoT) Market Size to Boost USD 334.78 Billion By 203 …
The global Consumer Internet of Things (IoT) Market size is expected to reach USD 334.78 Billion in 2032 and register a revenue CAGR of 13.9% during the forecast period, according to the latest analysis by Emergen Research. Increasing adoption of smart devices and growing number of internet users is a major factor driving the market revenue growth. When using the Internet of Things for customer care, organizations can use the
Industrial Safety Market Size to Boost USD 12.33 Billion By 2032 | CAGR 6.8% - Published by Emergen Research
Industrial Safety Market Size to Boost USD 12.33 Billion By 2032 | CAGR 6.8% - P …
The Industrial Safety Market is experiencing robust growth, driven by the imperative need for workplace safety across various industries worldwide. Industrial safety encompasses a range of products, solutions, and services designed to protect workers, assets, and the environment from occupational hazards and accidents. With an increasing focus on compliance with stringent safety regulations, risk mitigation, and employee well-being, industries are investing in advanced safety technologies and practices. The market's expansion

All 5 Releases


More Releases for Edutainment

Edutainment Centers Market Outlook 2021: Big Things are Happening
Worldwide Edutainment Centers Market In-depth Research Report 2021, Forecast to 2026 is latest research study released by HTF MI evaluating the market risk side analysis, highlighting opportunities and leveraged with strategic and tactical decision-making support. The report provides information on market trends and development, growth drivers, technologies, and the changing investment structure of the Worldwide Edutainment Centers Market. Some of the key players profiled in the study are Pororo Park,
Edutainment Market And Top Key Players are Curiocity, Edsys, IdeaCrate Edutainme …
The report covers the forecast and analysis of the Edutainment market on a global and regional level. The study provides historical data from 2015 to 2018 along with a forecast from 2019 to 2027 based on revenue (USD Million). The study includes drivers and restraints of the Edutainment market along with the impact they have on the demand over the forecast period. Additionally, the report includes the study of opportunities
Edutainment Market - Implementation of Augmented and Virtual Reality Expected to …
According to a new market report published by Transparency Market Research the global edutainment market is estimated to reach US$ 10,120.2 Mn by the end of the forecast period 2027. According to the report, North America was the largest contributor in terms of revenue to the edutainment market in 2017. This is primarily due to strong technological advancement and considerable application of edutainment in banks and financial institutions across the
Edutainment Market - Implementation of Augmented and Virtual Reality Expected to …
a new market report published by Transparency Market Research the global edutainment market is estimated to reach US$ 10,120.2 Mn by the end of the forecast period 2027. According to the report, North America was the largest contributor in terms of revenue to the edutainment market in 2017. This is primarily due to strong technological advancement and considerable application of edutainment in banks and financial institutions across the region. Request a
Edutainment Market to Incur Rapid Extension During 2018-2028
The global edutainment market size is expected to grow from US$ 2,553.0 Mn in 2018 to US$ 11,348.9 Mn by 2028 at a CAGR of 16.1% in terms of revenue during the forecast period (2018-2028). In this report, the global edutainment market is tracked in terms of value, and is calibrated to obtain the market revenue estimates of edutainment centres. Knowledge development through the content of the games, innovation in the
Is Edutainment Positively Effecting Our Learning?
If you are a parent or teacher, no doubt you've become overwhelmed at times by the increasing number of entertainment choices that claim to deliver bone fide educational benefits — ranging from character-based television series to YouTube how-to videos, to interactive video learning games. No wonder: sales in the "game-based learning products" slice of the entertainment-education market is simply exploding right now. One industry analyst, Ambient Insight, estimates sales will