Edutainment Global Market
Recreation

Global Edutainment Market Outlook, Opportunities And Strategies – Includes Edutainment Market Size

Learn about the global edutainment market through The Business Research Company, which provides information on edutainment market size, edutainment market drivers and restraints, edutainment market players, the COVID-19 impact on the edutainment market, and more.

 

The global edutainment market size is expected to grow from $4.75 billion in 2021 to $5.44 billion in 2022 at a compound annual growth rate (CAGR) of 14.5%. The global educational entertainment market size is expected to grow to $9.82 billion in 2026 at a CAGR of 15.9%.

 

Increased adoption of edutainment globally is expected to propel the growth of the edutainment market during the forecast period.

 

Request A Sample For The Global Edutainment Market Report:

 

Edutainment Global Market
Edutainment Global Market

 

The edutainment market consists of the revenues earned from edutainment centres and related services that provide education and entertainment. Edutainment is simply a combination of two disciplines education and entertainment collectively called educational entertainment. Edutainment centres are known to be the places that are visited by the children or their parents during the field trips like zoos, aquariums, science, botanical gardens, and children’s museum, and these places have educational features along with entertainment or amusement. Therefore, the edutainment centres are those where there is an establishment of learning through entertainment.

 

Global Edutainment Market Segments Include:
By Product Type: Interactive, Non-Interactive, Hybrid, Explorative
By Facility Size: 5,001 to 10,000 sq. ft., 10,001 to 20,000 sq. ft., 20,001 to 40,000 sq. ft., > 40,000 sq. ft.
By End-User: Children, Teenagers, Young Adult, Adult
By Geography: The market is segmented into North America, South America, Asia-Pacific, Eastern Europe, Western Europe, Middle East and Africa. Among these regions, North America was the largest region in the edutainment market in 2021.

 

Virtual Reality (VR) is the emerging technology in the edutainment market that provides students with a memorable and immersive experience that feels real by creating a 360-degree digital learning environment. Virtual reality is a computer-generated 3D setting that covers a user and reacts to an individual’s actions, usually through immersive head-mounted displays.

 

TBRC’s edutainment market report covers:

Major Market Players: Pororo Parks, Kidzania, Plabo, Legoland Discovery Center, Kidz Holding S.A.L, CurioCity, Kindercity, and Mattel Play! Town, Totter’s Otterville, Little Explorers, Grey Sim, KneoMedia, Meraas, and ConveGenius.

Regions: Asia-Pacific, China, Western Europe, Eastern Europe, North America, USA, South America, Middle East and Africa.

Countries: Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA.

Time Series: Five years historic (2016-21) and ten years forecast (2022-2026-2031)

 

The Edutainment Global Market Report 2022 – Market Size, Trends, And Global Forecast 2022-2026 is one of a series of new reports from The Business Research Company that provides edutainment market overviews, analyzes and forecasts market size, share, edutainment market players, edutainment market segments and geographies, leading competitor revenues, profiles and market shares.

 

TBRC’s edutainment market report identifies top countries and segments for opportunities and strategies based on market trends and leading competitors’ approaches.

 

Here Is A List Of Similar Reports From The Business Research Company:

Educational Services Global Market Report 2022

Augmented Reality In Training And Education Global Market Report 2022

Game Based Learning Global Market Report 2022

 

Interested To Know More About The Business Research Company?
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