Edutainment Market Research report provides a detailed analysis of of main manufactures and geographic regions,global market size, regional and country-level market size, segmentation market growth, market share, competitive Landscape, sales analysis, impact of domestic and global market players. Edutainment is the combination of entertainment and education. The main purpose of edutainment is to create interest and attention of the teenagers and kids by engaging their feelings through a computer monitor containing brightly coloured animations. Edutainment market is changing for low cost games. The advantages of edutainment include improvement in creativity & visualization, personalized learning, collaborative and interactive learning as well as teaching methods. This will also help to develop digital culture in colleges, schools, universities as well as other educational institutes
Global edutainment market is expected to grow with the healthy CAGR of 15.8% in the forecast period of 2019-2026. The report contains data of the base year 2018 and historic year 2017.This rise in the market value can be attributed to the increasing focus on investments by established players.
Due to the pandemic, we have included a special section on the Impact of COVID 19 on the Edutainment Market which would mention How the Covid-19 is affecting the Edutainment Industry, Market Trends and Potential Opportunities in the COVID-19 Landscape, Covid-19 Impact on Key Regions and Proposal for Corrugated Board Players to Combat Covid-19 Impact.
Edutainment market imparts a deep understanding of this industry vertical with key emphasis on the market dynamics and projected returns over the forecast period.
Market Drivers and Restraints:
Increasing investments by established players for edutainment centers is driving the growth of the market
Introduction of advanced technology such as implementation of augmented and virtual reality technology in the education field may propel the market in the forecast period
Growing usage of social media, video streaming and mobile apps is fuelling the market growth
Rising disposable income will also boost the market in the forecast period
Design complexity pertaining to the edutainment product may hamper the growth of the market
Lack of awareness about the model is restraining the market in the forecast period
High investment cost will also hinder the market growth
Key Players: Global Edutainment Market
Kidzania, The Plabo, Pororo Park, UAB Educatus, Meraas, A MAJID AL FUTTAIM COMPANY, Kidz Holding., EON Reality Inc., Jam Origin, K11, Plabo among others.
MAJOR TOC OF THE REPORT
Chapter One: Edutainment Market Overview
Chapter Two: Manufacturers Profiles
Chapter Three: Global Edutainment Market Competition, by Players
Chapter Four: Global Edutainment Market Size by Regions
Chapter Five: Global Edutainment Market Revenue by Countries
Chapter Six: Global Edutainment Market Revenue by Facility Size
Chapter Seven: Global Edutainment Market Revenue by Gaming Type
Chapter Eight: Global Edutainment Market Revenue by Visitor Demographics
Chapter Nine: Global Edutainment Market Revenue by Young Adult
Chapter Ten: Global Edutainment Market Revenue by Revenue Source
Chapter Eleven: Global Edutainment Market Revenue by Geography
Key Report Highlights
Comprehensive pricing analysis based on different product types and regional segments
Market size data in terms of revenue and sales volume
Deep insights about regulatory and investment scenarios of the global Edutainment Market
Analysis of market effect factors and their impact on the forecast and outlook of the global Edutainment Market
The detailed assessment of the vendor landscape and leading companies to help understand the level of competition in the global Edutainment Market
A roadmap of growth opportunities available in the Global Edutainment Market with the identification of key factors
The exhaustive analysis of various trends of the Global Edutainment Market to help identify market developments
Key Questions Answered in Report:
What is the key to the Edutainment Market?
What will the Edutainment Market Demand and what will be Growth?
What are the latest opportunities for Edutainment Market in the future?
What are the strengths of the key players?
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