市场调查报告书
商品编码
1165314
全球教育娱乐市场:增长、未来展望、竞争分析 (2022-2030)Edutainment Market - Growth, Future Prospects and Competitive Analysis, 2022 - 2030 |
2018 年全球寓教于乐市场规模将达到 23 亿美元,预计在预测期内(2019 年至 2027 年)将以 17% 的复合年增长率增长。 市场增长的主要驱动力是过去十年技术领域的快速进步。 科技公司正在与教育机构合作,整合 AR/VR 等先进技术,以提供基于参与的学习。 此外,跨教育机构的开创性互动和智能教室正在推动寓教于乐市场的需求。 此外,加大对教育科技的投入也在加速市场渗透。 此外,云计算技术在教育领域的采用为市场增长开闢了新途径。 另一方面,新兴和欠发达国家的低采用率、数据安全和保障问题以及寓教于乐市场模式的复杂性阻碍了市场增长。
互动游戏细分市场已成为 2018 年的市场主导细分市场,占收入的大部分份额。 智能手机和平板电脑的出现催生了基于参与的学习模式。 通过移动应用程序,学生现在可以在他们的智能手机上一键访问高度互动的、基于多媒体的教育内容。 这推动了互动游戏市场的需求。 另一方面,由于教育领域越来越多地采用先进技术,探索游戏预计在预测期内将显着增长。
按收入计算,北美在 2018 年的市场份额超过 40%。 增加对该地区教育技术的投资是支持市场增长的关键因素。 北美是创业中心,为创业成长提供了有利的环境。 此外,该地区智能手机和平板电脑终端的普及正在推动市场的增长。 此外,该地区寓教于乐领域的主要参与者的存在也推动了市场增长。
在这份报告中,我们分析了全球寓教于乐市场,包括市场的基本结构、宏观和微观环境因素、整体市场规模趋势展望(2020-2030 年)、细分市场(按游戏)□设施规模、收入来源、年龄段)以及各地区的详细趋势、主要市场驱动和製约因素、主要公司的概况和增长战略等。
"Technological advancement is driving the edutainment market"
Globally, the edutainment market is expected to grow with a CAGR of 17% during the forecast period from 2019 to 2027, up from US$ 2.30 Bn in 2018. This market is mainly attributed to the rapid advancement in the technology domain. The technology sector has evolved significantly over the past decade. This development has brought new phenomena in the education sector with the introduction of the entertainment in the learning models.
The tech companies started collaborating with the education institutes to integrate the advance technologies such as augmented reality and virtual reality to provide engagement based learning. Furthermore, the development of the interactive and smart class rooms across the education institutes is driving the demand for the edutainment market. Furthermore, the increasing investment in the education technology is also accelerating the adoption of the edutainment market. Additionally, the adoption of the cloud computing technology among the education sector is developing new avenues for the growth of the market.
However, low rate of adoption in the developing and under developed countries is restricting the growth of the market. Furthermore, the data safety and security issues along with the complexity involved in the edutainment market model is hindering the growth of the market
"Interactive game dominating the edutainment market"
Interactive game sector is the leading sector in the edutainment market with the majority share in the revenue in 2018. The increasing adoption of the smartphones and tablets is accelerating the growth of the market. The emergence of the smartphone and tablets has given rise to the engagement based learning models. The students now have one touch access to the highly interactive multimedia based educational content on the smartphone via the mobile apps. This has driven the demand for the interactive game market. On the other hand, exploratory games are estimated to grow significantly during the forecast period due to the growing adoption of the advance technologies in the education sector.
"North America is leading the edutainment market"
North America is leading the edutainment market with over 40% share in the revenue in 2018. The increasing investment in the education technologies in the region is the primary factor backing the market growth. The North America is the hub for the start-ups and provides favorable environment for the growth of the start-ups. The increasing adoption of the smartphone and tablets in the region also supports the growth of the market. Furthermore, the presence of the major players in the edutainment space in the region also accelerates the growth of the market.
The major players in the edutainment domain are Mattel Play Town, CurioCity, ConveGenius, Grey Sim, Kidzania, Kidz Holding S.A.L., Kindercity, Little Explorers, Totter's Otterville Plabo, Legoland Discovery Center, and Pororo Parks.
Historical & Forecast Period
This study report represents analysis of each segment from 2020 to 2030 considering 2021 as the base year. Compounded Annual Growth Rate (CAGR) for each of the respective segments estimated for the forecast period of 2022 to 2030.
The current report comprises of quantitative market estimations for each micro market for every geographical region and qualitative market analysis such as micro and macro environment analysis, market trends, competitive intelligence, segment analysis, porters five force model, top winning strategies, top investment markets, emerging trends and technological analysis, case studies, strategic conclusions and recommendations and other key market insights.
Research Methodology
The complete research study was conducted in three phases, namely: secondary research, primary research, and expert panel review. key data point that enables the estimation of Edutainment market are as follows:
Research and development budgets of manufacturers and government spending
Revenues of key companies in the market segment
Number of end users and consumption volume, price and value.
Geographical revenues generate by countries considered in the report:
Micro and macro environment factors that are currently influencing the Edutainment market and their expected impact during the forecast period.
Market forecast was performed through proprietary software that analyzes various qualitative and quantitative factors. Growth rate and CAGR were estimated through intensive secondary and primary research. Data triangulation across various data points provides accuracy across various analyzed market segments in the report. Application of both top down and bottom-up approach for validation of market estimation assures logical, methodical and mathematical consistency of the quantitative data.
Market Segmentation
Game
Interactive
Non Interactive
Explorative
Hybrid
Facility Size
5,001 to 10,000 Sq. Ft.
10,001 to 20,000 Sq. Ft.
20,001 to 40,000 Sq. Ft.
>40,000 Sq. Ft.
Revenue Source
Entry Fees & Tickets
Food & Beverage
Merchandising
Advertising
Others
Age Group
0-12 years
13-18 years
19-25 years
Over 25 years
Region Segment (2020-2030; US$ Million)
North America
U.S.
Canada
Rest of North America
UK and European Union
UK
Germany
Spain
Italy
France
Rest of Europe
Asia Pacific
China
Japan
India
Australia
South Korea
Rest of Asia Pacific
Latin America
Brazil
Mexico
Rest of Latin America
Middle East and Africa
GCC
Africa
Rest of Middle East and Africa
Global Impact of COVID-19 Segment (2020-2021; US$ Million )
Pre COVID-19 situation
Post COVID-19 situation
Key questions answered in this report:
What are the key micro and macro environmental factors that are impacting the growth of Edutainment market?
What are the key investment pockets with respect to product segments and geographies currently and during the forecast period?
Estimated forecast and market projections up to 2030.
Which segment accounts for the fastest CAGR during the forecast period?
Which market segment holds a larger market share and why?
Are low and middle-income economies investing in the Edutainment market?
Which is the largest regional market for Edutainment market?
What are the market trends and dynamics in emerging markets such as Asia Pacific, Latin America, and Middle East & Africa?
Which are the key trends driving Edutainment market growth?
Who are the key competitors and what are their key strategies to enhance their market presence in the Edutainment market worldwide?