ID: MRFR/ICT/6819-HCR | February 2021 | Region: Global | 111 pages
Edutainment Market is expected to cross USD 10.11 Billion by 2025 at a CAGR of 11.61%.
The edutainment market model is increasingly being adopted worldwide due to its better rates of developing reading, comprehension, and cognitive skills.
A proliferation of smart devices and increasing game designing ease is also boosting this market.
Better educational model than traditional educational models, especially for children, teens, and young adults.
By Service Type
By Revenue Source
By End User
Edutainment Market Key Players
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.