Edutainment Market 2021-2028: Industry Size & Share, Segmentation, Growth Opportunities, Regional Analysis

As per the research done by Future Market Research (FMI), the Edutainment market size is expected to grow from US$ 5,071.4 Mn in 2022 to US$ 11,348.9 Mn by 2028, at a CAGR of 14.4% during the forecast period. The edutainment market accounts for almost 10% market share of global amusement park industry.

The global edutainment market is expected to show significant growth in coming years owing to factors such as increasing adoption of interactive edutainment, leisure learning and exploratory entertainment games by people through edutainment centers such as indoor edutainment centers as well as outdoor edutainment centers.

Edutainment is simply combination of two discipline “education” and “entertainment” collectively called as educational entertainment. Edutainment centers are the places where children and their parents can visit for field trips and incorporate certain elements of pure entertainment and have a primary emphasis on discovery learning through spontaneous and free play. Edutainment helps in embedding lessons in some familiar form of entertainment like multimedia television programs, computer, video games, and others.

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Global Edutainment Market: Segmental Analysis

To understand and assess the demand and opportunities in the edutainment market, the edutainment market report is categorically split into five major sections: edutainment market analysis – by gaming type, by facility size, by revenue source, by visitor demographics and by region.

On the basis of gaming type, the edutainment market is segmented into interactive, non-interactive, explorative and hybrid combination games. The explorative games segment of the edutainment market is expected to dominate the market throughout the forecast period with a market share of 31.7% and 33.1% in 2018 and 2028 respectively.

On the basis of facility size, the edutainment market is 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. segments. The 20,001 to 40,000 sq. ft. segment of the edutainment market is expected to dominate the market and enjoy the market share of 32.7% in 2018 to 34.7% in 2028.

On the basis of revenue source, the edutainment market is segmented into entry fees & tickets, food & beverages, merchandising, advertising and others. The entry fees & tickets segment of the edutainment market is expected to dominate the market for the maximum duration of the forecast period owing to the high CAGR associated with it and it is expected to grow from US$ 996.2 Mn in 2018 to US$ 4,981.4 Mn in 2028.

On the basis of visitor demographics, the edutainment market is segmented into children (0-12 years), teenager (13-18 years), young adult (19-25 years) and adult (25+ years). The children segment of the edutainment market is expected to dominate the market throughout the forecast period owing to the high CAGR associated with it. The market share of children segment of the edutainment market is also expected to grow from 35.0% in 2018 to 39.3% in 2028.

The section edutainment market analysis by region includes an in-depth country-level analysis of all global regions, namely North America, Latin America, Western Europe, Eastern Europe, SEA and Others in Asia Pacific, Japan, China and MEA, – by gaming type, by facility size, by revenue source, by visitor demographics & by country, and provides market data in terms of value for 2018-2028. In 2017, the market in North America dominated the overall global edutainment market, and it is also the fastest-growing region in the edutainment market.

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Global Edutainment Market: Key Players

The key players reported in this study on the global edutainment market are Kidzania, Legoland Discovery Center, Kindercity, Plabo, Pororo Parks, CurioCity, Totter’s Otterville, Mattel Play! Town, Little Explorers and Kidz Holding S.A.L.

Key Questions Answered in the Report

  • How much is the global Edutainment Market valued at?

The global edutainment Market is valued at over US$ 4,289.6 Mn in 2021.

  • What is driving demand for Edutainment?

The factors such as need for development of knowledge through the content of the games and rising AR/VR technology adoption in gaming industry is driving the edutainment market.

  • At what CAGR did demand for Edutainment increase over the past 5 years?

From 2013 to 2021, demand for edutainment increased at a CAGR of 14.5%.

  • What will be the demand outlook for Edutainment through 2028?

Edutainment market is projected to increase at 14.4% CAGR and to be valued at over US$ 11,348.9 Mn by 2028.

  • Which are the top 5 countries driving most of the demand for Edutainment?

The U.K., U.S., India, China, and UAE are major demand countries for edutainment centers.

About FMI

Future Market Insights (FMI) is a leading provider of market intelligence and consulting services, serving clients in over 150 countries. FMI is headquartered in Dubai, the global financial capital, and has delivery centers in the U.S. and India. FMI’s latest market research reports and industry analysis help businesses navigate challenges and make critical decisions with confidence and clarity amidst breakneck competition. Our customized and syndicated market research reports deliver actionable insights that drive sustainable growth. A team of expert-led analysts at FMI continuously tracks emerging trends and events in a broad range of industries to ensure that our clients prepare for the evolving needs of their consumers.

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