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Global edutainment market size, share, and Trends analysis report 2020-2030 PDF

Confianza Market Research Report

Description

Global edutainment market overview

The Global edutainment market is growing at a significant growth rate since the last few years as the traditional education system is upgrading itself through a more modern approach.  Edutainment is a concept of combining education and entertainment in order to make learning an interesting task for students.  There are several companies offering products that provide edutainment,  the edutainment is not restricted to Products only but can also be provided at places such as science exhibitions, children’s parks, and museums,  archaeological sites among others.

 Mini major companies are developing gaming-based learning platforms that help the students to understand theoretical concepts through interactive games.  These platforms utilize Technology such as 3D animations,  artificial intelligence,  machine learning, Augmented reality,  virtual reality, and others to develop highly interactive edutainment programs.

The Global edutainment market can be bifurcated based on giving tight into interactive, non-interactive, explorative, hybrid, or combination types.  The explorative segment dominated the market in 2019 and it is expected to continue to lead the market over the forecast period. The interactive gaming segment is expected to emerge as the fastest-growing segment in the edutainment industry between 2020 to 2030.

North America is the largest market for all types of edutainment systems,  the region has a high technological adoption rate,  availability of major edutainment IT providers, and high investment in education facilities. However the Asia-pacific region is anticipated to emerge as the most promising market for the entertainment industry in the next 10 years,  the growth can be attributed to increasing penetration of software in the Indian and Japanese markets.

Market Segmentation

  • Global edutainment market by gaming type, 2017-2030, USD Billion
    • Interactive
    • Non-interactive
    •  Explorative
    • Hybrid
  • Global edutainment market by revenue type, 2017-2030, USD Billion
    • Entry fees and tickets
    • Food and beverages
    • Advertising
    • Merchandising
    • Other
  • Global edutainment market by demography, 2017-2030, USD Billion
    • Children
    • Teenagers
    • Youngsters
    • Adults
  • Global edutainment  market by Region, 2017-2030, USD million
    • North America
      •  United States
      •  Canada
    •  Europe
      •  United Kingdom
      •  Germany
      •  France
      •  Italy
      •  Rest of Europe
    •  Asia Pacific
      •  China
      •  India
      •  Japan
      •  South Korea
      •  Taiwan
      • Rest of Asia Pacific
    •  Latin America
      • Brazil
      • Mexico
    •  Rest of the world

Segmentation

  • Global edutainment market by gaming type, 2017-2030, USD Billion
    • Interactive
    • Non-interactive
    •  Explorative
    • Hybrid
  • Global edutainment market by revenue type, 2017-2030, USD Billion
    • Entry fees and tickets
    • Food and beverages
    • Advertising
    • Merchandising
    • Other
  • Global edutainment market by demography, 2017-2030, USD Billion
    • Children
    • Teenagers
    • Youngsters
    • Adults
  • Global edutainment  market by Region, 2017-2030, USD million
    • North America
      •  United States
      •  Canada
    •  Europe
      •  United Kingdom
      •  Germany
      •  France
      •  Italy
      •  Rest of Europe
    •  Asia Pacific
      •  China
      •  India
      •  Japan
      •  South Korea
      •  Taiwan
      • Rest of Asia Pacific
    •  Latin America
      • Brazil
      • Mexico
    •  Rest of the world

Table of Content

  1. Research Scope & Methodology
    • Market Scope & Assumptions
    • Research Process
    • List of Data Sources
    • Abbreviations
  2. Executive Summary
  3. Market Segmentation
  4. Global Edutainment Market Overview, 2020 – 2030
  5. Industry Outlook
    • DROC Analysis
      • Market drivers
      • Market restraints
      • Market opportunities
      • Market challenges
    • Edutainment Industry Value Chain Analysis
    • Porters Five Forces Analysis
    • PEST Analysis
  6. Market Segmentation
  7. Competitive Landscape
    • List of Key Edutainment Companies
    • Company Market Share Analysis
    • Company Profiles
  1. Conclusion & Analyst Overview

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  • Report Information
  • Industry Report
  • Historic Data: 2015-2018
  • Base Year For Estimation: 2019
  • Forecast Period: 2020-2030
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