Edutainment Market Research Report - Global Forecast till 2027

Edutainment Market Research Report: By Service Type (Non-Interactive/Spectator Service, Interactive/Participatory Service), By Revenue Source (Advertising, Ticket Fees, Partnership) and By End User (Individuals, Schools, Universities) – Forecast to 2027

ID: MRFR/ICT/6819-HCR | February 2021 | 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) 

Edutainment Market Speak to Analyst Request a Free Sample

Edutainment Market Forecast


The Edutainment market combines education and entertainment efficiently to imbibe special skills during teaching. As the growing digitalization and urbanization are developing several industrial sectors, several educational institutions are incorporating the digital methods for the learners. Since the Edutainment market efficiently inculcates the educational content with engaging games, the children are highly benefited from the Edutainment market. Edutainment Market is expected to cross USD 10.11 Billion by 2025 at a CAGR of 11.61%.


 


The integration of advanced technologies in the market such as IoT, Machine learning, AI, and significant others are boosting the overall growth of the Edutainment market. Since the digital medium of the Edutainment sectors is highly engaging, the progress of the key skills is higher in these methods. Such factors are considered as the key growth stimulating factors of the Edutainment industry. 


 


COVID 19 Analysis:


 


The COVID 19 pandemic has disrupted the key manufacturing operations and industrial verticals. The supply-chain disruption in several countries has significantly affected the Edutainment market value in recent times. The education systems in several countries are adopting digital learning methods as there are stringent restrictions due to COVID 19. The demand for socialization has increased as the children were confined at homes for a longer period. Such factors have increased the demand for the Edutainment industry. 


 


However, for the efficient operation of these Edutainment platforms, the requirement of the hardware and sophisticated devices is a must. The decline in the production processes has reduced the manufacturing processes of these devices which were considered as the major stumbling block for the edutainment industry throughout the pandemic.


 


Market Dynamics:


 


Market Drivers:


 


The potential benefits of the edutainment industry such as progress in socialization skills, leadership skills, and team building are considered as the major drivers of the Edutainment market. The skills vary according to the age of the user, such as Child’s memory power, computing capacity, simulation fluency, and significant others are found among the children less than 10 years of age. The educational institutions are increasingly integrating with the edutainment vendors due to these potential benefits.


 


The increasing advancement in virtual reality gaming in the market is promoting the overall growth of the market. The enhanced user experience in the 3D environment increases the engagement of the child and simplifies the learning processes. The increasing production of VR headsets, controllers, and other gaming devices in recent times is also impacting the market growth. 


 


Market Opportunities:


 


The Digital and web-based games in recent years are increasingly incorporating learning activities and engaging the children to create new things, instead of letting them watch others’ creations. The experts strongly believe that the Edutainment platforms enable the children in building relationships with their partners in games that can be monitored by the parents as well, or the platforms let the parents themselves engage in the activity. Such factors have helped the children in building their social skills. Such strong opinions by the experts in the developed countries are highly influencing the overall growth of the market during the forecast period.


 


Advertisements and the revenue sources such as ticket fees and partnerships with educational institutions are increasing in recent times, realizing the potential benefits of Edutainment platforms. Educational institutions such as colleges, universities, and significant others are collaborating with the Edutainment companies that are expected to boost the edutainment industry during the forecast period.


 


Market Restraints:


 


Lack of required funding and incapability of adopting the advanced learning solutions are expected to hinder the overall growth of the edutainment industry. Although the educational institutions are collaborating with the leading brands and market players for financial support, the major costs of enrolling in the edutainment platforms must be faced by the students, which are expected to restrain the Edutainment market growth.


 


The proper setup of the Edutainment platform requires projectors, interactive whiteboards, printers, PCs, laptops, smartphones, and other computing devices which incur a higher cost for the educational institutions, especially in the developing regions. Such factors are considered as the major restraints of the market.


 


Market Challenges:


 


The learning and designing of the edutainment platforms are considered a challenging task for the vendors. Moreover, the issues related to access to these devices and the costs incurred for the content development are negatively influencing the overall growth of the market.


 


Some of the experts providing strong negative opinions on the Edutainment market are expected to impact the Edutainment market negatively. Especially, the information received from the internet reduces the reliability and is considered misleading and misguiding for the learners. Such issues are considered as the major challenges for the overall growth of the Edutainment market.


 


Cumulative Growth Analysis:


 


The Edutainment market growth is expected to witness a higher market share during the forecast period in developed regions, owing to the increasing disposable income and increasing urbanization, especially, the growth in the education sectors. The awareness in those developed regions has been increasing rapidly regarding the benefits of Online gaming edutainment. Some of the benefits such as an increase in the children’s problem-solving skills, social skills effortlessly. As the market revolves around the fullest involvement of the learner, it increases the concentration of the learner as it enhances creativity. Therefore the market value of the Edutainment industry is expected to reach over USD 10.11 billion while registering a CAGR of 11.6% during the forecast period.


 


The established vendors are focusing on the features such as simpler and user-friendly interfaces and beginner-friendly user-interface and the report in recent years from the educational institutions that have already integrated the Edutainment solutions have seen enhanced student performance, engagement, and learning motivation. Such factors are fuelling the overall growth of the edutainment market during the forecast period. 


 


Value Chain Analysis:


 


Some of the developed countries such as China are increasing the manufacturing rate of the hardware required for the Edutainment platforms. The increasing penetration of the internet and an increasing number of smartphone users in the developed regions are presenting lucrative opportunities for the overall growth of the Edutainment market. Some of the potential benefits of the Edutainment solutions include, critical thinking, technicality, social and psychological benefits are further augmenting the Edutainment market value in recent years. 


 


A recent report has stated that the investment made in the Edutainment market has been increasing year over year realizing their potential benefits. Over 30% hikes in investments were made in the Edutainment market across the globe every year, which presents a lucrative opportunity for the Edutainment market growth. The established vendors were integrating advanced technologies such as AI, virtual reality, and significant others in the education sector and customizing the applications based on the age of potential users/children.


 


Segment Overview:


 


Based on Visitor Demographics:


 



  • Children (0-12 years)

  • Teenager (13-18 years)

  • Young adult (19-25 years)

  • Adult (25+ years)


 


Based on Gaming Type:


 



  • Interactive

  • Non-interactive

  • Explorative

  • Hybrid Combination


 


Based on Facility Size:


 



  • 5,001 to 10,000 Sq. Ft.

  • 10,001 to 20,000 Sq. Ft.

  • 20,001 to 40,000 Sq. Ft.


 


Based on Revenue Source:


 



  • Entry fees & tickets

  • Food & Beverages

  • Merchandising

  • Advertising

  • Others


 


Regional Analysis:


 


Among other parts of the world, the Asia-pacific region is expected to project higher market growth during the forecast period, owing to the presence of several telecommunication enterprises; moreover, the affordable and strong internet connectivity provides the base for the Edutainment market growth during the forecast period. The increasing consumer base for smartphones and the smartphone-enabled online gaming platforms and an increasing number of applications in the smart devices, and gaming devices are promoting the overall growth of the Edutainment market.


 


On the other hand, countries like China are considered as the major manufacturing hub of online edutainment hardware, which has led to the increasing implementation of online gaming technology across the region. Moreover, the increasing awareness regarding the potential benefits of the Edutainment sector among educational institutions is propelling the Edutainment market growth in recent years. 


 


Competitive Landscape:


 



  • Pororo Parks

  • Kidzania

  • Legoland Discovery Center

  • CurioCity

  • Kindercity

  • Mattel Play! Town

  • Totter’s Otterville

  • Kidz Holding S.A.L

  • Little Explorers


 


Recent Developments:


 


In the year 2020, one of the leading market players, Kahoot has launched the educational gaming subscription which is designed in a way that helps the kids to play and learn simultaneously. The service comes with three tiers which allow the children to pit against their fellow students while playing the game.


 


In the year 2020, one of the leading market players, Blackboard Inc. has launched the Blackboard retention coaching which equips beneficiary features such as supreme engagement of students, individualized support, and focus, and the solution helps the students to navigate their roadblocks in academics and also enable the students to connect with the appropriate campus resources. 


 


Report Overview:


 


This Report Has Covered:



  • Market Overview

  • COVID 19 Analysis

  • Market Dynamics

  • Cumulative Growth Analysis

  • Value Chain Analysis

  • Segment Overview

  • Regional Analysis

  • Competitive Landscape

  • Recent Developments



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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.