Edutainment Market - Snapshot
Changing industry trends and introduction of advanced technologies are playing a major role in the education field. Edutainment centers such as botanical gardens, science exhibitions, zoos, children’s museums, and aquariums offer educational aspects besides offering entertainment and amusement. The new edutainment centers incorporate entertainment and learning. The market for edutainment is forecasted to reach US$ 10,120.2 Mn by 2027.
The major factor responsible forthe growth of the edutainment market is knowledge development through the content of the games. The edutainment market has experienced considerable growth due to increasing investments by established players for edutainment centers. Further, introduction of advanced technology such as implementation of Augmented and Virtual Reality technology in the education field plays an important role in the growth of the market. Virtual Reality (VR) and Augmented Reality (AR) games are trending in the field of education. Further, some gaming manufacturers are focusing on developing technologies to improve gaming experiences at edutainment centers by integrating AR and VR technologies with 3-D projection mapping and interactive digital surfaces to generate new technologically advanced games.
In terms of revenue source, advertising is expected to surge during the forecast period due to increasing investment on advertising and usage of advertising. Further, mall and store owners have started implementing digital strategies to improve store experience of customers. Malls and stores increase deployment of educational fun activities for all age groups.This is also anticipated to drive the edutainment market in the coming years.
With the increasing usage of social media, video streaming and mobile apps are expected to support the growth of the market during the forecast period. Further, edutainment centers are partnering with technology providers to provide advanced solution platforms. Edutainment centers are implementing advance technology such as artificial intelligence, augmented reality, mixed reality, and Internet of Things (IoT). The global spending on entertainment centers is increasing significantly every year. Increase in the global GDP is subsequently boosting the spending on entertainment and leisure activities. The family/indoor entertainment centers market is also witnessing significant growth due to an increase in the global spending on theme parks.
The edutainment market is segmented based on visitor demographics, facility size, gaming type, and revenue source. Based on visitor demographics, the market has been bifurcated into children (0-12 years), teenager (13-18 years), young adult (19-25 years), and adult (25+ years). Children (0-12 years) engage more in fun learning activities, and hence this segment is expected to support market growth during the forecast period. Based on facility size, the market has been segmented into 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. Based on gaming type, the market is segmented into interactive, non-interactive, explorative, and hybrid combination games. Explorative games are expected to display comparatively fast growth during the forecast period. On the basis of revenue source, the market has been divided into entry fees & tickets, food & beverages, merchandising, advertising, and others.
In terms of region, North America is expected to hold a major share in the edutainment market. Growth is attributed to strong adoption and penetration of edutainment. Asia Pacific region is expected to witness lucrative growth in the market due to rising adoption of the edutainment concept in India and Japan. Furthermore, the markets in Middle East & Africa (MEA) and South America are also expected to grow significantly during the forecast period.
Attracted by fast technological advancements and rising spending on edutainment centers and digital education activity, many players are driven to develop edutainment centers, video games, and streaming videos (cartoons, animated movies, etc). Some of the key players profiled in the edutainment market report include Kidzania, Legoland Discovery Center, Kindercity, Plabo, Pororo Parks, CurioCity, Totter's Otterville, Mattel Play! Town, Little Explorers, and Kidz Holding S.A.L.
Edutainment Market: Overview
The edutainment market report provides analysis for the period 2017 – 2027, where 2019 to 2027 is the forecast period and 2018 is the base year. The report covers all the major trends and technologies expected to play an influential role in the market’s growth over the forecast period. It also highlights the drivers, restraints, and opportunities for the analysis of market growth during the said period. The study provides a complete perspective on the evolution of the global edutainment market throughout the above mentioned forecast period in terms of revenue (US$ Mn).
The market overview section of the report demonstrates market dynamics such as the drivers, restraints, and opportunities that influence the current nature and future status of this market and macroeconomic factors. A market attractiveness analysis has been provided for every segment in the report, in order to provide a thorough understanding of the overall scenario in the edutainment market. The report also provides an overview of various strategies adopted by key players in the market.
Global Edutainment Market: Scope of the Report
The edutainment market is segmented based on visitor demographics, facility size, gaming type, and revenue source. Based on visitor demographics, the market has been bifurcated into children (0-12 years), teenager (13-18 years), young adult (19-25 years), and adult (25+ years). In terms of facility size, the market has been segmented into 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. Based on gaming type, the market is segmented into interactive, non-interactive, explorative, and hybrid combination games. On the basis of revenue source, the market has been divided into entry fees & tickets, food & beverages, merchandising, advertising, and others. The report provides in-depth segment analysis of the global edutainment market, thereby providing valuable insights at the macro as well as micro levels.
The report also highlights the competitive landscape of the global edutainment market, positioning all the major players according to their presence in different regions of the world and recent key developments initiated by them in the market. The comprehensive edutainment market estimates are the result of our in-depth secondary research, primary interviews, and in-house expert panel reviews. These market estimates have been analyzed by taking into account the impact of different political, social, economic, and technological factors along with the current market dynamics affecting the growth of the edutainment market.
The report provides all the essential information required to understand the key developments in the edutainment market, and growth trends of each segment and region. It also includesstrategies, financial information, sales footprint, and developmentsunder the company profile section. The report provides insights related to trends and their impact on the market. The report also provides a comprehensivevalue chain analysis for the edutainment market.
Global Edutainment Market: Research Methodology
The research methodology is a perfect combination of primary research, secondary research, and expert panel reviews. Secondary research sources such as annual reports, company websites, broker reports, financial reports, SEC filings and investor presentations, national government documents, internal and external proprietary databases, statistical databases, relevant patent and regulatory databases, market reports, government publications, statistical databases, World Bank database, and industry white papers are usuallyreferred.
Primary research involves telephonic interviews, e-mail interactions, and face-to-face interviews for detailed and unbiased reviews on the edutainment market,across geographies. Primary interviews are usually conducted on an ongoing basis with industry expertsand participants in order to get latest market insights and validate the existing data and analysis. Primary interviews offer firsthand information on important factors such as market trends, market size, competitive landscape, growth trends, and outlook, etc. These factors help to validate and strengthen secondary research findings and also help to develop the analysis team’s expertise and market understanding. Moreover, the data collected and analyzed from secondary and primary research is again discussed and examined by our expert panel.
Global Edutainment market: Competitive Dynamics
The research study includes profiles of leading companies operating in the global edutainment market. Some of the key players profiled include Kidzania, Legoland Discovery Center, Kindercity, Plabo, Pororo Parks, CurioCity, Totter's Otterville, Mattel Play! Town, Little Explorers, and Kidz Holding S.A.L.
The edutainment market has been segmented as below:
Market Segmentation: Global Edutainment market
By Gaming Type
- 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.
- > 40,000 Sq. Ft.
By Revenue Source
- Entry Fees & Tickets
- Food & Beverages
By Visitor Demographics
- Children (0-12 years)
- Teenager (13-18 years)
- Young adult (19-25 years)
- Adult (25+ years)
In addition, the report provides analysis of the edutainment market with respect to the following geographic segments:
- North America
- The U.S.
- Rest of North America
- Western Europe
- Rest of Western Europe
- Eastern Europe
- Rest of Eastern Europe
- Asia Pacific (APAC)
- Australia & New Zealand
- Rest of Asia Pacific
- Middle East & Africa (MEA)
- Northern Africa
- South Africa
- Rest of MEA
- South America
- Rest of South America
- Western Europe