Take Up Global Edutainment Market Opportunities With Clear Industry Data – Includes Edutainment Market Growth
The Business Research Company’s report goes into great detail on the edutainment market size and growth, edutainment market regional analysis, edutainment market competitive landscape, and other critical information needed to excel in the edutainment industry.
Major players in the edutainment market include 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.
TBRC’s comprehensive market report based on extensive research will assist you in seamlessly devising your approaches in order to match key market player strategies.
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%.
North America was the largest region in the edutainment market in 2021.
The edutainment market consists of the revenues earned from edutainment centers and related services that provide education and entertainment. Edutainment is simply a combination of two disciplines education and entertainment collectively called educational entertainment. Edutainment centers 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 centers are those where there is an establishment of learning through entertainment.
Increased adoption of edutainment globally is expected to propel the growth of the edutainment market during the forecast period.
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 global edutainment market report is segmented:
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: North America, South America, Asia-Pacific, Eastern Europe, Western Europe, Middle East and Africa.
The Edutainment Global Market Report 2022 is one of a series of new reports from The Business Research Company that provides an overview of the edutainment market globally and regionally, analyzes and forecasts market size, share, edutainment market players, edutainment market segments, leading competitor revenues, profiles and market shares.
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