Global Edutainment Market
市场规模(十亿美元)
CAGR : %
Forecast Period |
2025 –2032 |
Market Size (Base Year) |
USD 2.60 Billion |
Market Size (Forecast Year) |
USD 9.43 Billion |
CAGR |
|
Major Markets Players |
全球教育娱乐市场,按设施规模(5,001 至 10,000 平方英尺、10,001 至 20,000 平方英尺、20,001 至 40,000 平方英尺和 > 40,000 平方英尺)、游戏类型(互动、非互动、探索性和混合组合游戏)、游客人口统计(儿童(0-12 岁)、青少年(13-18 岁)、青年(19-25 岁)和成人(25 岁以上)、收入来源(入场费和门票、食品和饮料、商品销售、广告和其他)划分 - 行业趋势和预测至 2029 年
市场分析和规模
在过去的几年里,尤其是在疫情爆发期间,全球数百万人选择在线学习平台进行教育和娱乐。他们利用独特而互动的平台实现各种目标,例如职业转换、补充学习、企业电子学习和培训、职业发展和大学准备等。在过去的几年里,由于社交媒体“三重革命”的到来,教育娱乐中心为教育娱乐游戏带来了变化。
2021 年全球教育娱乐市场价值为 16 亿美元,预计到 2029 年将达到 58.1 亿美元,在 2022-2029 年预测期内的复合年增长率为 17.50%。由于数字营销的增长,预计广告将成为市场收入来源部分中的显着增长。除了市场价值、增长率、细分市场、地理覆盖范围、市场参与者和市场情景等市场洞察外,Data Bridge 市场研究团队策划的市场报告还包括深入的专家分析、进出口分析、定价分析、生产消费分析和 pestle 分析。
市场定义
“Edutainment” 一词由“娱乐”和“教育”两个词组合而成。众所周知,教育娱乐中心是儿童或他们的父母在实地考察期间参观的地方,如动物园、水族馆、科学、植物园和儿童博物馆,这些地方除了娱乐或消遣外,还具有教育功能。因此,教育娱乐中心就是那些通过娱乐进行学习的场所。
报告范围和市场细分
报告指标 |
细节 |
预测期 |
2022 至 2029 年 |
基准年 |
2021 |
历史岁月 |
2020(可定制为 2014 - 2019) |
定量单位 |
收入(单位:十亿美元)、销量(单位:台)、定价(美元) |
涵盖的领域 |
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) |
Countries Covered |
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 |
Market Players Covered |
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 |
Market Opportunities |
|
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
此外,在预测期 2022 年至 2029 年内,在教育领域引入放大和虚拟现实技术等发达技术将为市场参与者带来盈利机会。由于机器人构造套件具有特殊的教育杠杆作用,因此对用于教育娱乐应用的重视程度不断提高,这将进一步扩大市场。
限制/挑战
另一方面,与教育娱乐产品相关的设计复杂性预计将阻碍市场增长。此外,在 2022-2029 年的预测期内,缺乏对模型的警觉性预计将对教育娱乐市场构成挑战。
本教育娱乐市场报告详细介绍了最新发展、贸易法规、进出口分析、生产分析、价值链优化、市场份额、国内和本地市场参与者的影响,分析了新兴收入领域的机会、市场法规的变化、战略市场增长分析、市场规模、类别市场增长、应用领域和主导地位、产品批准、产品发布、地域扩展、市场技术创新。如需了解有关教育娱乐市场的更多信息,请联系 Data Bridge Market Research 获取分析师简报,我们的团队将帮助您做出明智的市场决策,实现市场增长。
COVID-19 对教育娱乐市场的影响
由于实施全球封锁,COVID-19 疫情对教育娱乐市场产生了负面影响。根据主题娱乐协会和 AECOM 的数据,2019 年至 2020 年,25 个游客最多的主题公园的游客数量下降了 67%。由于实施封锁和限制国内和国际旅行,COVID-19 疫情迫使这些公园在 2020 年关闭了数月。然而,教育娱乐公园和主题公园向数字化转型,以确保游客的安全。由于限制措施的放松,预计教育娱乐市场将在疫情后出现增长。
最新动态
- 2019 年 10 月,Kidzania Kuwait 与 Microsoft Kuwait 签署了合作协议,旨在通过培养儿童的技术技能,帮助他们取得更大成就。此次合作旨在为儿童提供数字和软技能,为他们未来的工作做好准备。
寓教于乐市场区域分析/见解
对教育娱乐市场进行了分析,并按上述国家、设备、处理器、功耗和最终用户行业提供了市场规模洞察和趋势。
教育娱乐市场报告涵盖的国家包括美国、加拿大、墨西哥、英国、德国、法国、西班牙、意大利、荷兰、瑞士、俄罗斯、比利时、土耳其、欧洲其他地区、中国、韩国、日本、印度、澳大利亚、新加坡、马来西亚、印度尼西亚、泰国、菲律宾、亚太其他地区、南非、沙特阿拉伯、阿联酋、以色列、埃及、中东和非洲其他地区、巴西、阿根廷和南美洲其他地区。
北美在教育娱乐市场占据主导地位,因为该地区对教育娱乐中心的投资很高,每年都有大量家庭参观这些中心。
由于该地区教育行业云计算技术的兴起,预计亚太地区 (APAC) 在 2022 年至 2029 年的预测期内将出现显著增长。
报告的国家部分还提供了影响单个市场因素和国内市场监管变化,这些因素和变化会影响市场的当前和未来趋势。下游和上游价值链分析、技术趋势和波特五力分析、案例研究等数据点是用于预测单个国家市场情景的一些指标。此外,在提供国家数据的预测分析时,还考虑了全球品牌的存在和可用性以及它们因来自本地和国内品牌的激烈或稀缺竞争而面临的挑战、国内关税和贸易路线的影响。
竞争格局和教育娱乐市场
教育娱乐市场竞争格局按竞争对手提供详细信息。详细信息包括公司概况、公司财务状况、产生的收入、市场潜力、研发投资、新市场计划、全球影响力、生产基地和设施、生产能力、公司优势和劣势、产品发布、产品宽度和广度、应用主导地位。以上提供的数据点仅与公司对教育娱乐市场的关注有关。
在教育娱乐市场运营的一些主要参与者是
- KidZania(墨西哥)
- Plabo(印度)
- Pororo 公园(新加坡)
- UAB Educatus(立陶宛)
- 米拉斯(阿联酋)
- MAJID AL FUTTAIM 公司(印度)
- Kidz Holding SAL(黎巴嫩)
- EON Reality Inc.(美国)
- 果酱产地(丹麦)
- K11 Concepts。(香港)
- 默林娱乐(英国)
- CurioCity Group Inc.(加拿大)
- 美泰游乐城迪拜(阿联酋)
- 格雷西姆学习基金会(印度)
- ConveGenius(印度)
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研究方法
Data collection and base year analysis are done using data collection modules with large sample sizes. The stage includes obtaining market information or related data through various sources and strategies. It includes examining and planning all the data acquired from the past in advance. It likewise envelops the examination of information inconsistencies seen across different information sources. The market data is analysed and estimated using market statistical and coherent models. Also, market share analysis and key trend analysis are the major success factors in the market report. To know more, please request an analyst call or drop down your inquiry.
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