Edutainment Market

Edutainment Market – Using Technology to Enhance the Management Learner
Experience
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 region.
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The development of knowledge through the content of games is driving the
edutainment market
Gaming is the most adopted method for education; it helps promote learning among
children. Most pre-school and kindergarten providers have realized that open-ended
play in the right environment helps children develop and learn emotionally,
cognitively, socially, and physically. This is a major factor that is expected to boost
the edutainment market during the forecast period. Innovation in games, need for
physical activity in today’s lifestyle, and substantially increasing investment by
established players are some of the major factors fuelling the growth of the
edutainment market. In recent years, edutainment centers introduced changes in
edutainment games offered by them due to the advent of “triple revolution” of social
media, Internet, and mobile devices, and this has led to serious competition.
Currently, Virtual Reality (VR) and Augmented Reality (AR) games are the most
trending games.
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Edutainment Market: Scope of the Report
The global market for edutainment is segmented on the basis of facility size, gaming
type, visitor demographics, revenue source, and geographic regions. Based on 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. 5,001 to 10,000 sq. ft., facility
size accounts for the largest share in terms of revenue in the global edutainment
market. Based on revenue source, the market has been segmented into entry fees &
tickets, food & beverages, merchandising, advertising, and others. On the basis of
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
gaming type, the market has been bifurcated into interactive, non-interactive,
explorative, and hybrid combination games. Explorative gaming type segment is
expected to expand at the highest CAGR globally during the forecast period.
Based on geography, the global edutainment market has been segregated into North
America, Asia Pacific, Europe, South America, and Middle East & Africa. North
America led the global edutainment market with a substantial share in 2017,
primarily due to rising adoption of edutainment by children (0-12 years) and
teenagers (13-18 years). Asia Pacific is anticipated to witness highest growth in terms
of adoption of edutainment during the forecast period. The number of edutainment
centers around the world is increasing at a moderate rate despite a rapid increase in
the global population.
Global Edutainment Market: Competitive Dynamics
Edutainment solution providers are expanding their product portfolio through mergers
and acquisitions. The coming years are expected to offer scope for the setting up of
edutainment centers in untapped markets. Some gaming manufacturers are also
focusing on developing various technologies to improve gaming experiences at
edutainment centers. They are trying to mix AR and VR technologies with 3-D
projection mapping and interactive digital surfaces to generate new technologically
advanced games.
The global edutainment market includes different players such as Kidzania, Legoland
Discovery Center, Kindercity, Plabo, Pororo Parks, CurioCity, Totter’s Otterville,
Mattel Play Town, Little Explorers, and Kidz Holding S.A.L.