Market Overview:
The edutainment market will be surging from USD 5.76 Billion in 2022 to USD 17.69 Billion by 2030, exhibiting growth at a stunning rate of 17.66% during the appraisal period (2022 – 2030).
The Edutainment market is a great way to combine education and entertainment efficiently. With the growing digitalization and urbanization, there is a need for more educational institutions to incorporate digital methods for learners. The Edutainment market efficiently inculcates educational content with engaging games, benefiting children immensely. In recent times, the outbreak of COVID-19 has caused severe disruption to key manufacturing operations and various industrial verticals globally. This in turn has had a significant knock-on effect on the Edutainment market value as several countries’ supply chains have been disrupted. With stringent restrictions in place due to the pandemic, many education systems have been forced to adopt digital learning methods.
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Market Scope:
The words “education” and “entertainment” have been combined to form the term “edutainment”. In addition to having educational components, edutainment centers include aquariums, zoos, botanical gardens, science centers, and children’s museums. These locations are frequently visited by children or their parents during field trips. Therefore, edutainment centers are those that offer to learn through entertainment.
Market Competitive Landscape:
The affluent companies in the edutainment industry are
COVID 19 Analysis:
Different sectors throughout the world have been impacted by the COVID-19 outbreak. To stop the pandemic’s rapid spread, governments all across the world enacted stringent lockdown regulations and social segregation standards. During the early epidemic stages, manufacturing plants all around the world were shut down. The commercial roll-out of the IT industry may also be significantly delayed as a result of the economic crisis that followed the pandemic. The foundation of the technological sector, small and medium-sized businesses have seen a sharp decline in sales since the epidemic began in 2020. Thus, as supply chain interruptions were noted, market participants faced a number of difficulties.
Market Segmentation:
By Service Type
With respect to service type, the edutainment market is divided into non-interactive/spectator services and interactive/participatory services.
In 2021, the Interactive subcategory had the largest market share. The need for interactive entertainment centers has increased as a result of the shift away from the traditional teacher-centered educational paradigm towards a more engaging, entertaining, and immersive strategy. The best approach for kids to learn is through play, which also aids with memory retention. This fosters in them a positive attitude toward learning. Young children are also capable of independent experimentation, exploration, and learning.
By Revenue Source
Advertising, fees for tickets, and partnerships are part of the market segmentation for edutainment based on revenue sources. The ticket fees category dominated the market in 2021.
By End-User
Individuals, Schools, and Universities make up the Individuals, Schools, and Universities component of the Edutainment industry. The schools’ growth will be most pronounced throughout the forecast period. Children’s play activities are organized by educational facilities using engaging classroom lessons. These interactive games could help younger children learn crucial skills like counting and storytelling. The appeal of edutainment businesses has grown as a result of these advantages.
Regional Insights
During the assessment period, Asia Pacific will capture the highest CAGR. This might be attributed to the rise in connected and intelligent devices as well as the rising population in developing nations like China and India. Additionally, the region’s high degree of educational competition and the existence of numerous edutainment organizations are anticipated to promote the market’s regional expansion. Additionally, the adoption of cloud computing technology in the educational sector is creating new opportunities, which are anticipated to support market expansion in the area.
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The rapid use of cutting-edge technology in science museums and theme parks is opening up new markets for expansion in the North American edutainment industry. People of all ages can immerse themselves in interactive games enabled by AR/VR technology to experience space, plant life, animal life, and many other topics in a very realistic way. The emergence of several sizable online tutoring businesses that use edutainment platforms to deliver instruction portends growth for the edutainment market. Large online education organisations use edutainment platforms including video streaming software, aesthetically pleasing digital interfaces, and cutting-edge technology like 3D, animation, and virtual reality for tutoring. Similar to this, online gaming firms use an edutainment strategy that includes cutting-edge technology for an immersive experience.
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