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Global Edutainment Market to reach USD 17.69 billion by the end of 2030.

Global Edutainment Market Size study & Forecast, by Service Type (Non-Interactive Spectator Service, Interactive Participatory Service), by Revenue Source (Advertising, Ticket Fees, Partnership), By End User (Individuals, Schools, Universities) and Regional Analysis, 2023-2030

Product Code: ICTEITS-94792073
Publish Date: 10-09-2023
Page: 200

Global Edutainment Market is valued at approximately USD 5.76 billion in 2022 and is anticipated to grow with a healthy growth rate of more than 17.66 % over the forecast period 2023-2030. Edutainment centers combine education and entertainment, offering educational features in places such as zoos, aquariums, science centers, botanical gardens, and children’s museums. These centers provide learning through entertainment, making them popular destinations for children and parents. The Edutainment market is expanding because of factors such as rising number of digital learning platforms and rising demand of Augmented Reality (AR) and Virtual Reality (VR) technologies. Moreover, the increasing utilization of Augmented Reality (AR) and Virtual Reality (VR) technologies is significantly impacting the Edutainment market, revolutionizing the way educational experiences are delivered and enhancing learner engagement.

According to Statista in 2023, approximately 98 million individuals are expected to utilize VR hardware, while around 23 million explore more advanced AR technology. By 2027, both AR and VR are anticipated to exceed 100 million users globally. The growth of digital learning is reshaping the Edutainment market, fostering a shift towards interactive and engaging educational experiences through accessible digital platforms. According to Statista in 2022, the global e-learning market is projected to surpass USD 243 billion and is forecast to reach nearly USD 400 billion by 2026. In addition, rising technological advancements in the education sector and surge in demand of online courses would create a lucrative growth opportunity. However, limited reach and low quality content stifles market growth throughout the forecast period of 2023-2030.

The key regions considered for the Global Edutainment Market study includes Asia Pacific, North America, Europe, Latin America, and Middle East & Africa. North America dominates the market during the forecast period owing to the presence of numerous organizations, substantial investment in edutainment centers within the region. Asia Pacific is the fastest growing region during the forecast period, owing to factors such as a rise in cloud computing technology and an increasing number of connected and intelligent devices. Additionally, the presence of numerous edutainment organizations in the region.

Major market player included in this report are:
Brightcove Inc.
Tata Sons Private Limited
KNeoMedia Limited
KidZania Operations S.A.R.L.
Merlin Entertainments
Kaltura Inc.
Kidz Holding S.A.L.
A.E.L. Data Services L.L.P.
Reliance Jio Infocomm Limited
zSpace Inc

Recent Developments in the Market:
Ø In April 2021, Byju’s successfully acquired Aakash Educational Services for a substantial amount of USD 1 billion. This strategic partnership unites two renowned educational brands in India, leveraging Aakash’s expertise in exam preparation and Byju’s strengths in content and technology. Following the integration, Byju’s is committed to making additional investments to expedite the growth of Aakash.

Ø In March 2022, iLearn launched Eggheads, a new mobile NFT gaming app. This release is set to disrupt the gaming industry, education industry, and Learn to Earn sector. Learn aims to leverage blockchain technology to offer an immersive, enjoyable, and educational learning experience. Eggheads, the inaugural game/software on the iLearn platform, provides users with an engaging and meaningful learning environment.

Global Edutainment Market Report Scope:
ü Historical Data – 2020 – 2021
ü Base Year for Estimation – 2022
ü Forecast period – 2023-2030
ü Report Coverage – Revenue forecast, Company Ranking, Competitive Landscape, Growth factors, and Trends
ü Segments Covered – Service Type, Revenue Source, End-User, Region
ü Regional Scope – North America; Europe; Asia Pacific; Latin America; Middle East & Africa
ü Customization Scope – Free report customization (equivalent up to 8 analyst’s working hours) with purchase. Addition or alteration to country, regional & segment scope*

The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within countries involved in the study.

The report also caters detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, it also incorporates potential opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:

By Service Type:
Non-Interactive Spectator Service
Interactive Participatory Service

By Revenue Source:
Advertising
Ticket Fees
Partnership

By End-User:
Individuals
Schools
Universities

By Region:

North America
U.S.
Canada

Europe
UK
Germany
France
Spain
Italy
ROE

Asia Pacific
China
India
Japan
Australia
South Korea
RoAPAC

Latin America
Brazil
Mexico

Middle East & Africa
Saudi Arabia
South Africa
Rest of Middle East & Africa

Chapter 1. Executive Summary
1.1. Market Snapshot
1.2. Global & Segmental Market Estimates & Forecasts, 2020-2030 (USD Billion)
1.2.1. Edutainment Market, by Region, 2020-2030 (USD Billion)
1.2.2. Edutainment Market, by Service Type , 2020-2030 (USD Billion)
1.2.3. Edutainment Market, by Revenue Source , 2020-2030 (USD Billion)
1.2.4. Edutainment Market, by End-User , 2020-2030 (USD Billion)
1.3. Key Trends
1.4. Estimation Methodology
1.5. Research Assumption
Chapter 2. Global Edutainment Market Definition and Scope
2.1. Objective of the Study
2.2. Market Definition & Scope
2.2.1. Industry Evolution
2.2.2. Scope of the Study
2.3. Years Considered for the Study
2.4. Currency Conversion Rates
Chapter 3. Global Edutainment Market Dynamics
3.1. Edutainment Market Impact Analysis (2020-2030)
3.1.1. Market Drivers
3.1.1.1. Rising in number of digital learning platforms
3.1.1.2. Rising demand of AR and VR technologies
3.1.2. Market Challenges
3.1.2.1. Limited reach
3.1.2.2. Low quality of content
3.1.3. Market Opportunities
3.1.3.1. Rising technological advancements in the education sector
3.1.3.2. Surge in demand of online courses
Chapter 4. Global Edutainment Market Industry Analysis
4.1. Porter’s 5 Force Model
4.1.1. Bargaining Power of Suppliers
4.1.2. Bargaining Power of Buyers
4.1.3. Threat of New Entrants
4.1.4. Threat of Substitutes
4.1.5. Competitive Rivalry
4.2. Porter’s 5 Force Impact Analysis
4.3. PEST Analysis
4.3.1. Political
4.3.2. Economical
4.3.3. Social
4.3.4. Technological
4.3.5. Environmental
4.3.6. Legal
4.4. Top investment opportunity
4.5. Top winning strategies
4.6. COVID-19 Impact Analysis
4.7. Disruptive Trends
4.8. Industry Expert Perspective
4.9. Analyst Recommendation & Conclusion
Chapter 5. Global Edutainment Market, by Service Type
5.1. Market Snapshot
5.2. Global Edutainment Market by Service Type , Performance – Potential Analysis
5.3. Global Edutainment Market Estimates & Forecasts by Service Type 2020-2030 (USD Billion)
5.4. Edutainment Market, Sub Segment Analysis
5.4.1. Non-Interactive Spectator Service
5.4.2. Interactive Participatory Service
Chapter 6. Global Edutainment Market, by Revenue Source
6.1. Market Snapshot
6.2. Global Edutainment Market by Revenue Source , Performance – Potential Analysis
6.3. Global Edutainment Market Estimates & Forecasts by Revenue Source 2020-2030 (USD Billion)
6.4. Edutainment Market, Sub Segment Analysis
6.4.1. Advertising
6.4.2. Ticket Fees
6.4.3. Partnership
Chapter 7. Global Edutainment Market, by End-User
7.1. Market Snapshot
7.2. Global Edutainment Market by End-User , Performance – Potential Analysis
7.3. Global Edutainment Market Estimates & Forecasts by End-User 2020-2030 (USD Billion)
7.4. Edutainment Market, Sub Segment Analysis
7.4.1. Individuals
7.4.2. Schools
7.4.3. Universities
Chapter 8. Global Edutainment Market, Regional Analysis
8.1. Top Leading Countries
8.2. Top Emerging Countries
8.3. Edutainment Market, Regional Market Snapshot
8.4. North America Edutainment Market
8.4.1. U.S. Edutainment Market
8.4.1.1. Service Type breakdown estimates & forecasts, 2020-2030
8.4.1.2. Revenue Source breakdown estimates & forecasts, 2020-2030
8.4.1.3. End-User breakdown estimates & forecasts, 2020-2030
8.4.2. Canada Edutainment Market
8.5. Europe Edutainment Market Snapshot
8.5.1. U.K. Edutainment Market
8.5.2. Germany Edutainment Market
8.5.3. France Edutainment Market
8.5.4. Spain Edutainment Market
8.5.5. Italy Edutainment Market
8.5.6. Rest of Europe Edutainment Market
8.6. Asia-Pacific Edutainment Market Snapshot
8.6.1. China Edutainment Market
8.6.2. India Edutainment Market
8.6.3. Japan Edutainment Market
8.6.4. Australia Edutainment Market
8.6.5. South Korea Edutainment Market
8.6.6. Rest of Asia Pacific Edutainment Market
8.7. Latin America Edutainment Market Snapshot
8.7.1. Brazil Edutainment Market
8.7.2. Mexico Edutainment Market
8.8. Middle East & Africa Edutainment Market
8.8.1. Saudi Arabia Edutainment Market
8.8.2. South Africa Edutainment Market
8.8.3. Rest of Middle East & Africa Edutainment Market

Chapter 9. Competitive Intelligence
9.1. Key Company SWOT Analysis
9.1.1. Company 1
9.1.2. Company 2
9.1.3. Company 3
9.2. Top Market Strategies
9.3. Company Profiles
9.3.1. Brightcove Inc.
9.3.1.1. Key Information
9.3.1.2. Overview
9.3.1.3. Financial (Subject to Data Availability)
9.3.1.4. Product Summary
9.3.1.5. Recent Developments
9.3.2. Tata Sons Private Limited
9.3.3. KNeoMedia Limited
9.3.4. KidZania Operations S.A.R.L.
9.3.5. Merlin Entertainments
9.3.6. Kaltura Inc.
9.3.7. Kidz Holding S.A.L.
9.3.8. A.E.L. Data Services L.L.P.
9.3.9. Reliance Jio Infocomm Limited
9.3.10. zSpace Inc
Chapter 10. Research Process
10.1. Research Process
10.1.1. Data Mining
10.1.2. Analysis
10.1.3. Market Estimation
10.1.4. Validation
10.1.5. Publishing
10.2. Research Attributes
10.3. Research Assumption

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Data Collection:
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Market driving trends and favorable economic conditions
Restraints and challenges that are expected to be encountered during the forecast period.
Anticipated opportunities for growth and development
Technological advancements and projected developments in the market
Consumer spending trends and dynamics
Shifts in consumer preferences and behaviors.
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Regulatory landscape and expected changes or developments.
The existing capacity in the market and any expected additions or expansions up to the end of the forecast period.
To assess the market impact of these parameters, we assign weights to each one and utilize weighted average analysis. This process allows us to quantify their influence on the market and derive an expected growth rate for the forecasted period. By considering these various factors and applying a weighted analysis approach, we strive to provide accurate and reliable market forecasts.
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