Edutainment Market Unveiled: Key Players' Strategies and Market Growth Forecasts

 The global edutainment market size was USD 5.76 Billion in 2022 and is expected to register a rapid revenue CAGR of 17.1% during the forecast period. Increasing adoption of edutainment globally and use of social media platforms and increasing investments by large gaming and educational businesses are key factors driving market revenue growth. Edutainment is the platform, through which one can learn through entertainment, which helps in keeping millennials engaged in education.

The report also offers estimations and predictions about the market segment and sub-segments exhibiting promising growth in the forecast timeline. The report also provides deeper insights into the technological advancements, industrial landscape, and emerging product and technological developments in the Edutainment market. It offers fruitful insights into the business sphere to help businesses capitalize on the lucrative growth opportunities.

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Competitive Terrain:

The section on the competitive landscape offers valuable and actionable insights related to the business sphere of the Edutainment market, covering extensive profiling of the key market players. The report offers information about market share, product portfolio, pricing analysis, and strategic alliances such as mergers and acquisitions, joint ventures, collaborations, partnerships, product launches and brand promotions, among others. The report also discusses the initiatives taken by the key companies to combat the impact of the COVID-19 pandemic.

The leading market contenders listed in the report are:

Pororo Parks, Kidzania, The LEGO Group, Jenzabar, Inc., Discovery Education, Promethean Limited, Ellucian Company L.P. and its affilates, The Plabo, CurioCity, Kindercity, Viator, Inc., SEGA, Bungiw, Inc., Sony Group Corporation, King.com, Edsys Pvt. Ltd, Disney, PopReach Corporation, Merlin Entertainments, and Gardaland Srl

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Emergen Research has segmented the global Edutainment market on the basis of type, application, end-use, and region:

Segments Covered in this report are:

  • Gaming Outlook (Revenue, USD Billion; 2019-2032)

    • Interactive
    • Non-Interactive
    • Explorative
    • Hybrid Combination
  • Facility Size Outlook (Revenue, USD Billion; 2019-2032)

    • 5,000 to 10,000 Square foot
    • 10,001 to 20,000 Square foot
    • 20,001 to 40,000 Square foot
    • Above 40,000 Square foot
  • Revenue Source Outlook (Revenue, USD Billion; 2019-2032)

    • Entry fees & tickets
    • Food & Beverage (F&B)
    • Merchandising
    • Advertising
    • Others

The various regions analyzed in the report include:

  • North America (U.S., Canada)
  • Europe (U.K., Italy, Germany, France, Rest of EU)
  • Asia Pacific (India, Japan, China, South Korea, Australia, Rest of APAC)
  • Latin America (Chile, Brazil, Argentina, Rest of Latin America)
  • Middle East & Africa (Saudi Arabia, U.A.E., South Africa, Rest of MEA)

Key Objectives of the Report:

  • Analysis and estimation of the Edutainment Market size and share for the projected period of 2022-2030
  • Extensive analysis of the key players of the market by SWOT analysis and Porter’s Five Forces analysis to impart a clear understanding of the competitive landscape
  • Study of current and emerging trends, restraints, drivers, opportunities, challenges, growth prospects, and risks of the global Edutainment Market
  • Analysis of the growth prospects for the stakeholders and investors through the study of the promising segments
  • Strategic recommendations to the established players and new entrants to capitalize on the emerging growth opportunities

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