Edutainment Market: The Edutainment
market is driven by an increasing disposable income with a healthy CAGR of
~17.99% during the forecast period of 2022 to 2030.
According to a comprehensive research report by
Market Research Future (MRFR), “Edutainment Market: By Service Type, By Revenue
Source, By End User, By Region – Market Forecast Till 2030”, the market is
predicted to thrive substantially during the assessment era from 2022 to
2030 at a healthy CAGR of approximately 17.99% to attain a valuation of around
USD 17.99 Billion by the end of 2030.
Market Research Future Insights
The Edutainment market industry is projected to
grow from USD 5.76 Billion in 2022 to USD 17.69 Billion by 2030, exhibiting a
compound annual growth rate (CAGR) of 17.66% during the forecast period (2022 -
2030).
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Edutainment Market Competitive
Analysis:
The list of leading contributors across the global
market for Edutainment Market includes companies such as:
- Brightcove Inc.
- Tata Sons Private Limited
- KNeoMedia Limited
- KidZania Operations S.A.R.L.
- Kramer Electronics and LEGOLAND Discovery Center
- Kaltura Inc.
- Kidz Holding S.A.L.
- E.L. Data Services L.L.P.
- Meraasm
- Reliance Jio Infocomm Limited
- d'Vinci Interactive Inc.
- zSpace Inc
- Time4Learning
Edutainment is the combination of education and
entertainment. It is the use of entertainment mediums such as games, videos,
and virtual reality to educate and engage learners. It is a popular method of
teaching that encourages active learning and improves the retention of
information. The COVID-19 pandemic has greatly impacted the education system,
with many schools and universities moving to online learning. Edutainment has
become an important tool for educators to keep students engaged and motivated
during this time.
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Market Segmentation
The Global Edutainment market has been segmented
into type, revenue source, and end user.
Based on the type, the market has been segmented
into Non-Interactive/Spectator Service and Interactive/Participatory Service.
Based on the revenue source, the market has been
segmented into Advertising, Ticket Fees, and Partnerships.
Based on the end user, the market has been
segmented into Individuals, Schools and Universities.
Edutainment Service
Type Outlook:
- Non-Interactive/Spectator Service
- Interactive/Participatory Service
Edutainment Revenue
Source Outlook:
- Advertising
- Ticket Fees
- Partnership
Edutainment End
User Outlook:
- Individuals
- Schools
- Universities
Regional Analysis:
The Asia-Pacific region is projected to experience
higher market growth during the forecast period due to the presence of numerous
telecommunication enterprises in the area. Additionally, the affordable and
reliable internet connectivity provides a foundation for Edutainment market
solutions to prosper during the forecast period. The growing consumer base for
smartphones and smartphone-enabled online gaming platforms, as well as an
increasing number of applications on smart devices and gaming devices, are all
promoting the overall growth of Edutainment market applications.
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(111 Pages) on Edutainment Market:
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Edutainment Industry Developments:
January: The
launch of the Metaverse, a virtual world that is being touted as the next
generation of the internet, has the potential to revolutionize the edutainment
industry. VR and AR experiences are already being used in education, and the
Metaverse could make these experiences even more immersive and engaging.
February: The
rise of artificial intelligence (AI) is also having a major impact on the
edutainment industry. AI-powered chatbots are being used to provide
personalized learning support, and AI-powered tutors are being developed that
can provide one-on-one instruction.
March: The
increasing popularity of online learning is another major trend in the
edutainment industry. Online courses are now available on a wide range of
topics, and they offer a convenient and flexible way to learn.
April: The
growing demand for lifelong learning is also driving innovation in the
edutainment industry. There is a growing recognition that the skills required
for success in the workforce are constantly changing, and people need to be
able to learn new skills throughout their lives.
May: The
increasing focus on diversity, equity, and inclusion (DEI) is also having an
impact on the edutainment industry. There is a growing demand for edutainment
products and services that reflect the diversity of the world we live in.
June: The
edutainment industry is also being impacted by the growing popularity of
gamification. Gamification is the use of game-like elements in non-game
contexts, and it is being used to make learning more engaging and fun.
July: The
edutainment industry is constantly evolving, and it is difficult to predict
what the future holds. However, the trends mentioned above are likely to
continue to shape the industry in the years to come.
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