Edutainment Market Research Report - Global Forecast till 2027

エデュテインメント市場調査レポート:サービスタイプ(非インタラクティブ/観客サービス、インタラクティブ/参加型サービス)、収入源(広告、チケット料金、パートナーシップ)別、エンドユーザー別(個人、学校、大学)—2027年までの予測

ID: MRFR/ICT/6819-HCR | August 2022 | Region: Global | 111 Pages         

Table of Contents

1. EXECUTIVE SUMMARY

1.1. Market Attractiveness Analysis

1.1.1. Global Edutainment Market, by Service Type

1.1.2. Global Edutainment Market, by Revenue Source

1.1.3. Global Edutainment Market, by End User

1.1.4. Global Edutainment Market, by Region

2. MARKET INTRODUCTION

2.1. Definition

2.2. Scope of the Study

2.3. Market Structure

2.4. Key Buying Criteria

2.5. Macro Factor Indicator Analysis

3. RESEARCH METHODOLOGY

3.1. Research Process

3.2. Primary Research

3.3. Secondary Research

3.4. Market Size Estimation

3.5. Forecast Model

3.6. List of Assumptions

4. MARKET DYNAMICS

4.1. Introduction

4.2. Drivers

4.2.1. Increasing Sales of Smartphones in Developing Countries

4.2.2. Rising Investments by Established Players in Edutainment Centers

4.3. Restraints

4.3.1. Limited Awareness about Edutainment Services

4.4. Opportunities

4.4.1. Use of Immersive Technology


5. MARKET FACTOR ANALYSIS

5.1. Value Chain Analysis/Supply Chain Analysis

5.2. Porter’s Five Forces Model

5.2.1. Bargaining Power of Suppliers

5.2.2. Bargaining Power of Buyers

5.2.3. Threat of New Entrants

5.2.4. Threat of Substitutes

5.2.5. Intensity of Rivalry

6. GLOBAL EDUTAINMENT MARKET, BY SERVICE TYPE

6.1. Introduction

6.2. Non-Interactive/Spectator Service

6.3. Interactive & Participatory Service

7. GLOBAL EDUTAINMENT MARKET, BY REVENUE SOURCE

7.1. Introduction

7.2. Advertising

7.3. Ticket Fees

7.4. Partnership

8. GLOBAL EDUTAINMENT MARKET, BY END USER

8.1. Introduction

8.2. Individuals

8.3. Schools

8.4. Universities

9. GLOBAL EDUTAINMENT MARKET, BY REGION

9.1. Introduction

9.2. North America

9.2.1. US

9.2.2. Canada

9.2.3. Mexico

9.3. Europe

9.3.1. Germany

9.3.2. France

9.3.3. UK

9.3.4. Rest of Europe

9.4. Asia-Pacific

9.4.1. China

9.4.2. India

9.4.3. Japan

9.4.4. Rest of Asia-Pacific

9.5. Middle East & Africa

9.6. South America

10. COMPETITIVE LANDSCAPE

10.1. Introduction

10.2. Competitive Analysis

11. COMPANY PROFILES

11.1. Brightcove Inc.

11.1.1. Company Overview

11.1.2. Financial Overview

11.1.3. Products Offered

11.1.4. Key Developments

11.1.5. SWOT Analysis

11.1.6. Key Strategies

11.2. Tata Sons Private Limited

11.2.1. Company Overview

11.2.2. Financial Overview

11.2.3. Products Offered

11.2.4. Key Developments

11.2.5. SWOT Analysis

11.2.6. Key Strategies

11.3. KNeoMedia Limited

11.3.1. Company Overview

11.3.2. Financial Overview

11.3.3. Products Offered

11.3.4. Key Developments

11.3.5. SWOT Analysis

11.3.6. Key Strategies

11.4. KidZania Operations S.A.R.L

11.4.1. Company Overview

11.4.2. Financial Overview

11.4.3. Products Offered

11.4.4. Key Developments

11.4.5. SWOT Analysis

11.4.6. Key Strategies

11.5. Kramer Electronics

11.5.1. Company Overview

11.5.2. Financial Overview

11.5.3. Products Offered

11.5.4. Key Developments

11.5.5. SWOT Analysis

11.5.6. Key Strategies

11.6. LEGOLAND Discovery Center

11.6.1. Company Overview

11.6.2. Financial Overview

11.6.3. Products Offered

11.6.4. Key Developments

11.6.5. SWOT Analysis

11.6.6. Key Strategies


11.7. Kaltura, Inc.

11.7.1. Company Overview

11.7.2. Financial Overview

11.7.3. Products Offered

11.7.4. Key Developments

11.7.5. SWOT Analysis

11.7.6. Key Strategies

11.8. Kidz Holding S.A.L.

11.8.1. Company Overview

11.8.2. Financial Overview

11.8.3. Products Offered

11.8.4. Key Developments

11.8.5. SWOT Analysis

11.8.6. Key Strategies

11.9. AEL Data Services LLP

11.9.1. Company Overview

11.9.2. Financial Overview

11.9.3. Products Offered

11.9.4. Key Developments

11.9.5. SWOT Analysis

11.9.6. Key Strategies

11.10. Meraas

11.10.1. Company Overview

11.10.2. Financial Overview

11.10.3. Products Offered

11.10.4. Key Developments

11.10.5. SWOT Analysis

11.10.6. Key Strategies


11.11. Reliance Jio Infocomm Limited

11.11.1. Company Overview

11.11.2. Financial Overview

11.11.3. Products Offered

11.11.4. Key Developments

11.11.5. SWOT Analysis

11.11.6. Key Strategies

11.12. d'Vinci Interactive, Inc.

11.12.1. Company Overview

11.12.2. Financial Overview

11.12.3. Products Offered

11.12.4. Key Developments

11.12.5. SWOT Analysis

11.12.6. Key Strategies

11.13. zSpace, Inc

11.13.1. Company Overview

11.13.2. Financial Overview

11.13.3. Products Offered

11.13.4. Key Developments

11.13.5. SWOT Analysis

11.13.6. Key Strategies

11.14. Time4Learning, Inc.

11.14.1. Company Overview

11.14.2. Financial Overview

11.14.3. Products Offered

11.14.4. Key Developments

11.14.5. SWOT Analysis

11.14.6. Key Strategie

12. APPENDIX

12.1.1. Discussion Blueprint

NOTE:

This table of content is tentative and subject to change as the research progresses.

 In section 14, only the top ten companies will be profiled. Each company will be profiled based on the market overview, financials, product portfolio, business strategies, and recent developments parameters.

 Please note: The financial details of the company cannot be provided if the information is not available in the public domain and or from reliable sources.

LIST OF TABLES

TABLE 1 LIST OF ASSUMPTIONS

TABLE 2 GLOBAL EDUTAINMENT MARKET, BY SERVICE TYPE, 2020–2027 (USD MILLION)

TABLE 3 GLOBAL EDUTAINMENT MARKET, BY REVENUE SOURCE, 2020–2027 (USD MILLION)

TABLE 4 GLOBAL EDUTAINMENT MARKET, BY END USER, 2020–2027 (USD MILLION)

TABLE 5 GLOBAL EDUTAINMENT MARKET, BY REGION, 2020–2027 (USD MILLION)

TABLE 6 NORTH AMERICA: EDUTAINMENT MARKET, BY COUNTRY, 2020–2027 (USD MILLION)

TABLE 7 NORTH AMERICA: EDUTAINMENT MARKET, BY SERVICE TYPE, 2020–2027 (USD MILLION)

TABLE 8 NORTH AMERICA: EDUTAINMENT MARKET, BY REVENUE SOURCE, 2020–2027 (USD MILLION)

TABLE 9 NORTH AMERICA: EDUTAINMENT MARKET, BY END USER, 2020–2027 (USD MILLION)

TABLE 10 US: EDUTAINMENT MARKET, BY SERVICE TYPE, 2020–2027 (USD MILLION)

TABLE 11 US: EDUTAINMENT MARKET, BY REVENUE SOURCE, 2020–2027 (USD MILLION)

TABLE 12 US: EDUTAINMENT MARKET, BY END USER, 2020–2027 (USD MILLION)

TABLE 13 CANADA: EDUTAINMENT MARKET, BY SERVICE TYPE, 2020–2027 (USD MILLION)

TABLE 14 CANADA: EDUTAINMENT MARKET, BY REVENUE SOURCE, 2020–2027 (USD MILLION)

TABLE 15 CANADA: EDUTAINMENT MARKET, BY I END USER, 2020–2027 (USD MILLION)

TABLE 16 MEXICO: EDUTAINMENT MARKET, BY SERVICE TYPE, 2020–2027 (USD MILLION)

TABLE 17 MEXICO: EDUTAINMENT MARKET, BY REVENUE SOURCE, 2020–2027 (USD MILLION)

TABLE 18 MEXICO: EDUTAINMENT MARKET, BY END USER, 2020–2027 (USD MILLION)

TABLE 19 EUROPE: EDUTAINMENT MARKET, BY COUNTRY, 2020–2027 (USD MILLION)

TABLE 20 EUROPE: EDUTAINMENT MARKET, BY SERVICE TYPE, 2020–2027 (USD MILLION)

TABLE 21 EUROPE: EDUTAINMENT MARKET, BY REVENUE SOURCE, 2020–2027 (USD MILLION)

TABLE 22 EUROPE: EDUTAINMENT MARKET, BY END USER, 2020–2027 (USD MILLION)

TABLE 23 UK: EDUTAINMENT MARKET, BY SERVICE TYPE, 2020–2027 (USD MILLION)

TABLE 24 UK: EDUTAINMENT MARKET, BY REVENUE SOURCE, 2020–2027 (USD MILLION)

TABLE 25 UK: EDUTAINMENT MARKET, BY END USER, 2020–2027 (USD MILLION)

TABLE 26 GERMANY: EDUTAINMENT MARKET, BY SERVICE TYPE, 2020–2027 (USD MILLION)

TABLE 27 GERMANY: EDUTAINMENT MARKET, BY REVENUE SOURCE, 2020–2027 (USD MILLION)

TABLE 28 GERMANY: EDUTAINMENT MARKET, BY END USER, 2020–2027 (USD MILLION)

TABLE 29 FRANCE: EDUTAINMENT MARKET, BY SERVICE TYPE, 2020–2027 (USD MILLION)

TABLE 30 FRANCE: EDUTAINMENT MARKET, BY REVENUE SOURCE, 2020–2027 (USD MILLION)

TABLE 31 FRANCE: EDUTAINMENT MARKET, BY END USER, 2020–2027 (USD MILLION)

TABLE 32REST OF EUROPE: EDUTAINMENT MARKET, BY SERVICE TYPE, 2020–2027 (USD MILLION)

TABLE 33REST OF EUROPE: EDUTAINMENT MARKET, BY REVENUE SOURCE, 2020–2027 (USD MILLION)

TABLE 34REST OF EUROPE: EDUTAINMENT MARKET, BY END USER, 2020–2027 (USD MILLION)

TABLE 35ASIA-PACIFIC: EDUTAINMENT MARKET, BY COUNTRY, 2020–2027 (USD MILLION)

TABLE 36ASIA-PACIFIC: EDUTAINMENT MARKET, BY SERVICE TYPE, 2020–2027 (USD MILLION)

TABLE 37ASIA-PACIFIC: EDUTAINMENT MARKET, BY REVENUE SOURCE, 2020–2027 (USD MILLION)

TABLE 38ASIA-PACIFIC: EDUTAINMENT MARKET, BY END USER, 2020–2027 (USD MILLION)

TABLE 39CHINA: EDUTAINMENT MARKET, BY SERVICE TYPE, 2020–2027 (USD MILLION)

TABLE 40CHINA: EDUTAINMENT MARKET, BY REVENUE SOURCE, 2020–2027 (USD MILLION)

TABLE 41CHINA: EDUTAINMENT MARKET, BY END USER, 2020–2027 (USD MILLION)

TABLE 42INDIA: EDUTAINMENT MARKET, BY SERVICE TYPE, 2020–2027 (USD MILLION)

TABLE 43INDIA: EDUTAINMENT MARKET, BY REVENUE SOURCE, 2020–2027 (USD MILLION)

TABLE 44INDIA: EDUTAINMENT MARKET, BY END USER, 2020–2027 (USD MILLION)

TABLE 45JAPAN: EDUTAINMENT MARKET, BY SERVICE TYPE, 2020–2027 (USD MILLION)

TABLE 46JAPAN: EDUTAINMENT MARKET, BY REVENUE SOURCE, 2020–2027 (USD MILLION)

TABLE 47JAPAN: EDUTAINMENT MARKET, BY END USER, 2020–2027 (USD MILLION)

TABLE 48REST OF ASIA-PACIFIC: EDUTAINMENT MARKET, BY SERVICE TYPE, 2020–2027 (USD MILLION)

TABLE 49REST OF ASIA-PACIFIC: EDUTAINMENT MARKET, BY REVENUE SOURCE, 2020–2027 (USD MILLION)

TABLE 50REST OF ASIA–PACIFIC: EDUTAINMENT MARKET, BY END USER, 2020–2027 (USD MILLION)

TABLE 51MIDDLE EAST & AFRICA: EDUTAINMENT MARKET, BY SERVICE TYPE, 2020–2027 (USD MILLION)

TABLE 52MIDDLE EAST & AFRICA: EDUTAINMENT MARKET, BY REVENUE SOURCE, 2020–2027 (USD MILLION)

TABLE 53MIDDLE EAST & AFRICA: EDUTAINMENT MARKET, BY END USER, 2020–2027 (USD MILLION)

TABLE 54SOUTH AMERICA: EDUTAINMENT MARKET, BY SERVICE TYPE, 2020–2027 (USD MILLION)

TABLE 55SOUTH AMERICA: EDUTAINMENT MARKET, BY REVENUE SOURCE, 2020–2027 (USD MILLION)

TABLE 56SOUTH AMERICA: EDUTAINMENT MARKET, BY END USER, 2020–2027 (USD MILLION)


LIST OF FIGURES

FIGURE 1MARKET SYNOPSIS

FIGURE 2RESEARCH PROCESS OF MRFR

FIGURE 3TOP DOWN & BOTTOM–UP APPROACHES

FIGURE 4GLOBAL EDUTAINMENT MARKET, BY SERVICE TYPE, 2020–2027 (USD MILLION)

FIGURE 5GLOBAL EDUTAINMENT MARKET, BY REVENUE SOURCE, 2020–2027 (USD MILLION)

FIGURE 6GLOBAL EDUTAINMENT MARKET, BY END USER, 2020–2027 (USD MILLION)

FIGURE 7GLOBAL EDUTAINMENT MARKET, BY REGION, 2020–2027 (USD MILLION))

FIGURE 8NORTH AMERICA: EDUTAINMENT MARKET, BY COUNTRY, 2020–2027 (USD MILLION)

FIGURE 9NORTH AMERICA: EDUTAINMENT MARKET, BY SERVICE TYPE, 2020–2027 (USD MILLION)

FIGURE 10NORTH AMERICA: EDUTAINMENT MARKET, BY REVENUE SOURCE, 2020–2027 (USD MILLION)

FIGURE 11NORTH AMERICA: EDUTAINMENT MARKET, BY END USER, 2020–2027 (USD MILLION)

FIGURE 12EUROPE: EDUTAINMENT MARKET, BY COUNTRY, 2020–2027 (USD MILLION)

FIGURE 13EUROPE: EDUTAINMENT MARKET, BY SERVICE TYPE, 2020–2027 (USD MILLION)

FIGURE 14EUROPE: EDUTAINMENT MARKET, BY REVENUE SOURCE, 2020–2027 (USD MILLION)

FIGURE 15 EUROPE: EDUTAINMENT MARKET, BY END USER, 2020–2027 (USD MILLION)

FIGURE 16ASIA-PACIFIC: EDUTAINMENT MARKET, BY COUNTRY, 2020–2027 (USD MILLION)

FIGURE 17ASIA-PACIFIC: EDUTAINMENT MARKET, BY SERVICE TYPE, 2020–2027 (USD MILLION)

FIGURE 18ASIA-PACIFIC: EDUTAINMENT MARKET, BY REVENUE SOURCE, 2020–2027 (USD MILLION)

FIGURE 19ASIA-PACIFIC: EDUTAINMENT MARKET, BY END USER, 2020–2027 (USD MILLION)

FIGURE 20MIDDLE EAST & AFRICA: EDUTAINMENT MARKET, BY SERVICE TYPE, 2020–2027 (USD MILLION)

FIGURE 21MIDDLE EAST & AFRICA: EDUTAINMENT MARKET, BY REVENUE SOURCE, 2020–2027 (USD MILLION)

FIGURE 22MIDDLE EAST & AFRICA: EDUTAINMENT MARKET, BY END USER, 2020–2027 (USD MILLION)

FIGURE 23SOUTH AMERICA: EDUTAINMENT MARKET, BY SERVICE TYPE, 2020–2027 (USD MILLION)

FIGURE 24SOUTH AMERICA: EDUTAINMENT MARKET, BY REVENUE SOURCE, 2020–2027 (USD MILLION)

FIGURE 25SOUTH AMERICA: EDUTAINMENT MARKET, BY END USER, 2020–2027 (USD MILLION) 

エデュテインメントマーケット

世界のエデュテインメント市場は、評価期間(2019-2025年)に約11.61%のCAGRで成長すると予測されています。

セグメンテーション

By Service Type Non Interactive/Spectator Service Interactive/Participatory Service
By Revenue Source Advertising Ticket Fees Partnership
エンドユーザー別 Individuals Schools Universities

キープレーヤー

  • Brightcove Inc.
  • Tata Sons Private Limited
  • KNeoMedia Limited
  • KidZania Operations S.A.R.L.
  • Kramer Electronics
  • LEGOLAND Discovery Center
  • Kaltura
  • Inc.
  • Kidz Holding S.A.L.
  • AEL Data Services LLP
  • Meraas
  • Reliance Jio Infocomm Limited
  • d'Vinci Interactive
  • Inc.
  • zSpace
  • Inc
  • and Time4Learning
  • In

運転手

  • The educational institutions are increasingly integrating with the edutainment vendors due to these potential benefits.
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エデュテインメント市場予測


エデュテインメント市場は、教育とエンターテイメントを効率的に組み合わせて、教育中に特別なスキルを吸収します。デジタル化と都市化の進展がいくつかの産業分野を発展させているため、いくつかの教育機関が学習者のためのデジタル手法を取り入れています。エデュテインメント市場は魅力的なゲームで教育コンテンツを効率的に教え込むため、子供たちはエデュテインメント市場から大きな恩恵を受けています。エデュテインメント市場は、2025年までに11.61%のCAGRで101億米ドルを超えると予想されています。



IoT、機械学習、AI、その他の重要なテクノロジーなどの市場における高度なテクノロジーの統合はエデュテインメント市場の全体的な成長を後押しします。エデュテインメント部門のデジタルメディアは非常に魅力的であるため、これらの方法では主要なスキルの進歩がより高くなります。このような要因は、エデュテインメント業界の主要な成長刺激要因と見なされています。



COVID19 分析:



COVID19のパンデミックは、主要な製造オペレーションと産業分野を混乱させました。いくつかの国におけるサプライチェーンの混乱は、近年、エデュテインメントの市場価値に大きな影響を与えています。いくつかの国の教育システムは、COVID19による厳しい制限があるため、デジタル学習方法を採用しています。子どもたちが長期間家に閉じ込められていたため、社会化の需要が高まっています。このような要因により、エデュテインメント業界の需要が高まっています。



しかし、これらのエデュテインメントプラットフォームを効率的に運用するためには、ハードウェアと洗練されたデバイスは必須です。生産プロセスの減少により、パンデミック全体でエデュテインメント業界の主要な障害と見なされていたこれらのデバイスの製造プロセスが減少しました。



市場動態:



マーケットドライバー:



社会化スキル、リーダーシップスキルの進歩など、エデュテインメント業界の潜在的なメリットチームビルディングはエデュテインメント市場の主要な推進力と見なされています。スキルは、子供の記憶力、計算能力、シミュレーションの流暢さなど、ユーザーの年齢によって異なります。また、10歳未満の子供には重要なスキルがあります。教育機関は、これらの潜在的な利点により、ますますエデュテインメントベンダーとの統合が進んでいます。



市場におけるバーチャルリアリティゲームの進歩は、市場全体の成長を促進しています。3D環境でのユーザーエクスペリエンスの向上により、お子様の関心が高まり、学習プロセスが簡素化されます。近年、VRヘッドセット、コントローラー、その他のゲームデバイスの生産が増加していることも、市場の成長に影響を与えています。



市場機会:



近年のデジタルゲームとウェブベースのゲームはますます学習活動を取り入れ、子どもたちに他人の作品を見させるのではなく、新しいものを作ってもらうこと。専門家は、Edutainmentプラットフォームにより、親が監視できるゲームで子供がパートナーとの関係を構築したり、プラットフォームによって親自身がアクティビティに参加したりできると強く信じています。このような要因は、子どもたちが社会的スキルを身につけるのに役立ちました。先進国の専門家によるこのような強い意見は、予測期間中の市場全体の成長に大きな影響を与えています。



広告や、チケット料金や教育機関とのパートナーシップなどの収入源は最近増加し、エデュテインメントプラットフォームの潜在的な利点を実感しています。カレッジ、大学、その他の重要な教育機関は、予測期間中にエデュテインメント業界を後押しすると予想されるエデュテインメント企業と協力しています。



市場の制約:



必要な資金とインキャパの欠如



Report Scope:
Report Attribute/Metric Details
  Market Size   USD 10.11
  CAGR   11.61%
  Base Year   2019
  Forecast Period   2020-2027
  Historical Data   2018
  Forecast Units   Value (USD Billion)
  Report Coverage   Revenue Forecast, Competitive Landscape, Growth Factors, and Trends
  Segments Covered   By Service Type, End User
  Geographies Covered   North America, Europe, Aisa Pacific
  Key Vendors   Brightcove Inc. Tata Sons Private Limited KNeoMedia Limited KidZania Operations S.A.R.L. Kramer Electronics LEGOLAND Discovery Center Kaltura Inc. Kidz Holding S.A.L. AEL Data Services LLP Meraas Reliance Jio Infocomm Limited d'Vinci Interactive Inc. zSpace Inc and Time4Learning
  Key Market Opportunities   Such strong opinions by the experts in the developed countries are highly influencing the overall growth of the market during the forecast period.
  Key Market Drivers   The educational institutions are increasingly integrating with the edutainment vendors due to these potential benefits.


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Frequently Asked Questions (FAQ) :

Global edutainment market is projected to grow at approximately 11.61% CAGR during the assessment period (2019-2025).

The valuation of the global edutainment market is estimated to increase to USD 10.11 BN by the end of 2025.

Increase in smart device users, increased adoption of edutainment due to simplified game design processes, and excellent platform for languages and history, are major tailwinds pushing the growth of the global edutainment market.

The Asia Pacific region holds the largest share in the global edutainment market, followed by North America and Europe, respectively.

Brightcove Inc., Tata Sons Private Limited, KNeoMedia Limited, KidZania Operations S.A.R.L., Kramer Electronics, LEGOLAND Discovery Center, Kaltura, Inc., Kidz Holding S.A.L., AEL Data Services LLP, Meraas, Reliance Jio Infocomm Limited, d'Vinci Interactive, Inc., zSpace, Inc, and Time4Learning, Inc., are some of the top players operating in the global virtual dressing room market.