Edutainment Market Overview:
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). The research report
explains and discusses the impact of the COVID-19 outbreak on the global market,
including opportunities and challenges, drivers, and risks.
Edutainment, a blend of education and entertainment, refers to
software and technology that incorporates entertainment and education. These
technologies and products make education more appealing to students. This
technology is available in a number of ways. Educational centers such as
science exhibitions, botanical gardens, aquariums, and children's museums
provide both education and entertainment.
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Key Players:
Key Companies in the
Edutainment market include,
·
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.
·
A.E.L.
Data Services L.L.P.
Market Dynamics:
Developing trends in the industry in terms of time related to
learning while entertainment and the introduction of new technology are key
factors likely to fuel the growth of the global edutainment market. In
addition, many leading players are developing different online gaming that is
more appealing and interesting for children and younger generations, and
growing investments by key players to improve consumer experience and broaden
their product range are other factors that are expected to propel the growth of
the global edutainment market.
In addition, technological advancements like virtual reality
technology and the availability of enhanced versions in the field of education
are expected to augment the growth of the global edutainment industry. In addition,
the growing adoption of advanced technologies such as attractive digital
surface and 3-D animation to build modern advanced gaming technology to provide
enhanced gaming experience are additional factors likely to fuel the growth of
the global edutainment industry. The growing use of video streaming, mobile
apps, and social media is anticipated to augment target market growth.
Futhermore, increasing merger and collaboration activities between
various advanced technology providers and the development of edutainment
centers, like artificial intelligence, mixed reality, and the Internet of
Things, are expected to augment the growth of the global edutainment industry.
However, a lack of knowledge on edutainment, particularly in
developing countries, is expected to hinder the growth of the global
edutainment market to some extent.
Market Segmentation:
The global edutainment market has been segmented into service
type, revenue source, and end-user.
Based on service type, the global edutainment market has been segmented
into non-interactive/spectator service and interactive/participatory service.
Non-Interactive/Spectator Service is a small segment within this market.
Non-interactive edutainment is typically restricted to niche topics with low
demand. Rather than serving as an in-depth educational tool for these topics,
non-interactive edutainment acts as an additional study guide.
Interactive/Participatory Service is the larger segment within this market.
Interactive education is preferred because of its improved educational
properties, broader knowledge base, and secondary quality of improving social
skills, particularly for individuals in their training years.
Based on revenue source, the global edutainment market has
been segmented into advertising, ticket fees, and partnership. Advertising is
the largest segment serving as the principal revenue source for most
edutainment services. Ticket fees are charged by some dedicated edutainment
apps and resources that intend to focus on the source matter without regard for
the concessions that must be undertaken for an advertising-based revenue model.
Realizing the advantages of edutainment, many colleges, universities, and other
educational institutions are partnering with edutainment companies. This
ensures an excellent hybridization where the edutainment company receives
official recognition due to its tie-ups. Simultaneously, the educational
institutions are provided with an excellent tool to improve their
knowledge-based capabilities.
Based on the revenue source, the global edutainment market
has been segmented into individuals, schools, and universities. Individuals
make a major contribution to the edutainment video game industry as video games
are purchased individually. Schools are constantly partnering with edutainment
companies to provide useful tools and apps for their students to learn.
Regional Analysis:
Region-wise, the global edutainment market has been segmented
into North America, Asia Pacific, Europe, South America, and the Middle East
& Africa.
In North America, edutainment has a strong presence. This region
is responsible for several games and shows developed especially for their
educational value.
Accepting the concept of edutainment in its entirety, Europe is an
excellent market for all forms of edutainment services, with various
partnerships with public and private schools as well as various universities.
The Asia Pacific has the largest number of smart device users and
a very large pre-adult population, driving the region's market. The emergence
of multiple edutainment companies and a very strong rivalry in education are
further contributing to the growth of the industry.
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The Middle East & Africa has a lot of market potential due to
the very large percentage of young people and the rapid proliferation of smart
devices.
The South American market is small, but offers an enormous
advantage due to the use of Spanish in most of its constituent countries,
making it simple to design apps and games.
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