Global Edutainment Market, By Facility Size (5,001 to 10,000 sq. ft., 10,001 to 20,000 sq. ft., 20,001 to 40,000 sq. ft. and > 40,000 sq. ft.), Gaming Type (Interactive, Non-Interactive, Explorative and Hybrid Combination Games), Visitor Demographics (Children (0-12 Years), Teenager (13-18 Years), Young Adult (19-25 years) and Adult (25+ Years), Revenue Source (Entry Fees and Tickets, Food and Beverages, Merchandising, Advertising and Others) - Industry Trends and Forecast to 2029
Market Analysis and Size
In the past years, especially during the outbreak of the pandemic millions of people throughout the world chose online learning platforms for education and entertainment. They utilized unique and interactive platforms for various goals such as changing careers, supplemental learning, corporate eLearning and training, career development, and college preparations, among others. In the past years, edutainment centers brought changes in the edutainment games due to the advent of the “triple revolution” of the social media.
Global Edutainment Market was valued at USD 1.60 billion in 2021 and is expected to reach USD 5.81 billion by 2029, registering a CAGR of 17.50% during the forecast period of 2022-2029. Advertising is expected to witness significant growth in the revenue source segment of the market owing to the growth of digital marketing. In addition to the market insights such as market value, growth rate, market segments, geographical coverage, market players, and market scenario, the market report curated by the Data Bridge Market Research team also includes in-depth expert analysis, import/export analysis, pricing analysis, production consumption analysis, and pestle analysis.
Market Definition
The term “Edutainment” is the result from the combination of the words that are “entertainment” and “education”. Edutainment centres are known to be the places which 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 the educational features along with entertainment or amusement. Therefore, the edutainment centres are those where there is an establishment of learning through entertainment.
Report Scope and Market Segmentation
Report Metric
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Details
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Forecast Period
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2022 to 2029
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Base Year
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2021
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Historic Years
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2020 (Customizable to 2014 - 2019)
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Quantitative Units
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Revenue in USD Billion, Volumes in Units, Pricing in USD
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Segments Covered
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Facility Size (5,001 to 10,000 sq. ft., 10,001 to 20,000 sq. ft., 20,001 to 40,000 sq. ft. and > 40,000 sq. ft.), Gaming Type (Interactive, Non-Interactive, Explorative and Hybrid Combination Games), Visitor Demographics (Children (0-12 Years), Teenager (13-18 Years), Young Adult (19-25 years) and Adult (25+ Years), Revenue Source (Entry Fees and Tickets, Food and Beverages, Merchandising, Advertising and Others)
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Countries Covered
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U.S., Canada, Mexico, U.K., Germany, France, Spain, Italy, Netherlands, Switzerland, Russia, Belgium, Turkey, Rest of Europe, China, South Korea, Japan, India, Australia, Singapore, Malaysia, Indonesia, Thailand, Philippines, Rest of Asia-Pacific, South Africa, Saudi Arabia, U.A.E., Israel, Egypt, Rest of Middle East and Africa, Brazil, Argentina and Rest of South America
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Market Players Covered
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KidZania (Mexico), The Plabo (India), Pororo Park (Singapore), UAB Educatus (Lithuania), Meraas (UAE), A MAJID AL FUTTAIM COMPANY (India), Kidz Holding S.A.L (Lebanon), EON Reality Inc. (US), Jam Origin (Denmark), K11 Concepts. (Hong Kong), Merlin Entertainments (UK), CurioCity Group Inc. (Canada), Mattel Play Town Dubai (UAE), Grey Sim Learnings Foundation (India), and ConveGenius (India), among others
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Market Opportunities
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Edutainment Market Dynamics
This section deals with understanding the market drivers, advantages, opportunities, restraints and challenges. All of this is discussed in detail as below:
Drivers
- Digital Advancements
The surge in the advancements in online courses and interactive platforms over the time acts as one of the major factors driving the edutainment market. Also, rise in demand for edutainment owing to the advantages such as availability in different languages, and special attention to every student, among others.
- Technological Advancement
The increase in technological advancements in the education sector to turn conventional methods to a newer and innovative level accelerate the market growth. The introduction of edutainment technology has widely benefited the education industry.
• Shift to Digital Learning
The rise in the shift towards digital learning to acquire personalizing education further influence the market. The continuous developments helping students to set both the pace and path of their learning assist in the expansion of the market further.
Additionally, rapid urbanization, change in lifestyle, surge in investments and increased consumer spending positively impact the edutainment market.
Opportunities
Furthermore, introduction of developed technology such as the application of amplified and virtual reality technology in the education field extend profitable opportunities to the market players in the forecast period of 2022 to 2029. The rise in emphasis on the robot construction kits for edutainment applications as it provides special educational leverage will further expand the market.
Restraints/Challenges
On the other hand, design complication relating to the edutainment product are expected to obstruct market growth. Also, lack of the alertness regarding the model is projected to challenge the edutainment market in the forecast period of 2022-2029.
This edutainment market report provides details of new recent developments, trade regulations, import-export analysis, production analysis, value chain optimization, market share, impact of domestic and localized market players, analyses opportunities in terms of emerging revenue pockets, changes in market regulations, strategic market growth analysis, market size, category market growths, application niches and dominance, product approvals, product launches, geographic expansions, technological innovations in the market. To gain more info on edutainment market contact Data Bridge Market Research for an Analyst Brief, our team will help you take an informed market decision to achieve market growth.
COVID-19 Impact on Edutainment Market
COVID-19 pandemic had a negative impact on the edutainment market owing to the implementation of global lockdown. A decline of 67% at the 25 most-visited theme parks from 2019 to 2020 was witnessed, according to the Themed Entertainment Association and AECOM. The COVID-19 outbreak forced these parks to close for months in 2020 due to the imposed lockdowns and restricted domestic and international travel limiting. However, edutainment parks and theme parks transformed towards digitalization to ensure safety of visitors. The edutainment market is expected to witness growth in the post-pandemic scenario owing to the ease on restrictions.
Recent Developments
- Kidzania Kuwait signed a partnership with Microsoft Kuwait in October’2019 to empower kids in achieving more through building their technology skills. The purpose of the partnership is offering kids with digital and soft skills that will prepare them for jobs in the future.
Edutainment Market Regional Analysis/Insights
The edutainment market is analysed and market size insights and trends are provided by country, device, processors, power consumption and end user industry as referred above.
The countries covered in the edutainment market report are U.S., Canada, Mexico, U.K., Germany, France, Spain, Italy, Netherlands, Switzerland, Russia, Belgium, Turkey, Rest of Europe, China, South Korea, Japan, India, Australia, Singapore, Malaysia, Indonesia, Thailand, Philippines, Rest of Asia-Pacific, South Africa, Saudi Arabia, U.A.E., Israel, Egypt, Rest of Middle East and Africa, Brazil, Argentina and Rest of South America.
North America dominates the edutainment market because of the high investment in edutainment centers as significant number of families visit these centers annually within the region.
Asia-Pacific (APAC) is expected to witness significant growth during the forecast period of 2022 to 2029 because of the rise in the cloud computing technology in the education industry in the region.
The country section of the report also provides individual market impacting factors and changes in regulation in the market domestically that impacts the current and future trends of the market. Data points like down-stream and upstream value chain analysis, technical trends and porter's five forces analysis, case studies are some of the pointers used to forecast the market scenario for individual countries. Also, the presence and availability of global brands and their challenges faced due to large or scarce competition from local and domestic brands, impact of domestic tariffs and trade routes are considered while providing forecast analysis of the country data.
Competitive Landscape and Edutainment Market
The edutainment market competitive landscape provides details by competitor. Details included are company overview, company financials, revenue generated, market potential, investment in research and development, new market initiatives, global presence, production sites and facilities, production capacities, company strengths and weaknesses, product launch, product width and breadth, application dominance. The above data points provided are only related to the companies' focus related to edutainment market.
Some of the major players operating in edutainment market are
- KidZania (Mexico)
- The Plabo (India)
- Pororo Park (Singapore)
- UAB Educatus (Lithuania)
- Meraas (UAE)
- A MAJID AL FUTTAIM COMPANY (India)
- Kidz Holding S.A.L (Lebanon)
- EON Reality Inc. (US)
- Jam Origin (Denmark)
- K11 Concepts. (Hong Kong)
- Merlin Entertainments (UK)
- CurioCity Group Inc. (Canada)
- Mattel Play Town Dubai (UAE)
- Grey Sim Learnings Foundation (India)
- ConveGenius (India)
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