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Global Edutainment Market is expected to witness 11.9% CAGR between 2020-2030- Market Insights, analysis, trends, and forecast - Sheer Analytics and Insights.
Published : Wed Sep 09 2020
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According to a new market research report published by sheer analytics and insights, “The Global Edutainment Market will grow at 11.9% CAGR from 2020 to 2030", as per the latest market research report titled Global Edutainment Market (Gaming Type- Interactive, Non-interactive, Explorative, and Hybrid Combination. 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. By Revenue Source- Entry fees & tickets, Food & Beverages, Merchandising, Advertising, and Others. By Visitor Demographics- Children (0-12), Teenager (13-18), Young Adult (19-25), and Adult (25+). By Geography-North America, Europe, Asia Pacific, Latin America, Middle East, and Africa) - Global industry analysis, size, share, growth, trends, and forecast, 2020-2030.

The edutainment system is a beautiful combination of education and entertainment. The software and technology make an exciting way to teach students. Students can easily learn the subject in which they got some fun or entertainment. The main focus of the edutainment market is to educate the student in the form of fun. However, the edutainment system is available in various forms, such as botanical gardens, science exhibitions, children's museums, and aquariums. The developing industry trends by the advent of new technology and learning while entertainment is the significant factors expected to boost the edutainment market.

Moreover, the current pandemic of the COVID-19 effect on the Edutainment market. The growth rate graph changed slightly due to the pandemic situation. But it is expected that, after the pandemic of COVID-19, the market growth will reach a high position in the growth rate graph. Apart from that, the increasing education centers across the world are anticipated to offer significant opportunities for market growth in the next forecast period of 2020 to 2030.

Geographically, The Edutainment Market is divided into global regions like North America, Europe, Asia- Pacific, Latin America, Middle East, and Africa. 

The report covers a detailed outlook of the company, and it includes the market share and company or industry profiles of key players operating in the global market. Key players in the report include Pororo Parks, Kidzania, Plabo, Legoland Discovery Center, CurioCity, Kindercity, Mattel Play! Town, Totter's Otterville, Kidz Holding S.A.L, Little Explorers, ConveGenius, Grey Sim, Edsys, IdeaCrate edutainment Company, and DreamUs Edutainment, among others.

The Global Edutainment Market Has Been Segmented into:

Global Edutainment Market: By Gaming Type

  • Interactive
  • Non-interactive
  • Explorative
  • Hybrid Combination

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.
  • > 40,000 Sq. Ft.

Global Edutainment Market: By Revenue Source

  • Entry fees & tickets
  • Food & Beverages
  • Merchandising
  • Advertising
  • Others

Global Edutainment Market: By Visitor Demographics

  • Children (0-12)
  • Teenager (13-18)
  • Young Adult (19-25)
  • Adult (25+) 

Global Edutainment Market: By Region

  • North America
    • USA
    • Canada
    • Mexico
    • Rest of North America
  • Europe
    • UK
    • Germany
    • France
    • Spain
    • Italy
    • Russia
    • Rest of Europe
  • Asia Pacific
    • India
    • China
    • Japan
    • South Korea
    • Rest of Asia Pacific
  • Latin America, Middle East & Africa
    • Brazil
    • South Africa
    • UAE
    • Rest of LAMEA

 

 

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Edutainment market has shown a great surge in time of pandemic. Parents are focusing more towards interactive learning of their children. Also, practical approaches used by these companies are expected to drive the market as it is becoming demand of the education industry.
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