全球教育娱乐市场规模研究与预测,按服务类型、收入来源、最终用户和区域分析,2023-2030 年
市场调查报告书
商品编码
1355714

全球教育娱乐市场规模研究与预测,按服务类型、收入来源、最终用户和区域分析,2023-2030 年

Global Edutainment Market Size study & Forecast, by Service Type, by Revenue Source, By End User and Regional Analysis, 2023-2030

出版日期: | 出版商: Bizwit Research & Consulting LLP | 英文 | 商品交期: 2-3个工作天内

价格

2022年全球寓教于乐市场价值约57.6亿美元,预计在2023-2030年预测期内将以超过17.66%的健康成长率成长。寓教于乐中心集教育娱乐于一体,在动物园、水族馆、科学中心、植物园和儿童博物馆等场所提供教育功能。这些中心透过娱乐提供学习,使其成为儿童和家长的热门目的地。由于数位学习平台数量不断增加以及扩增实境(AR)和虚拟实境(VR)技术需求不断增长等因素,寓教于乐市场正在不断扩大。此外,扩增实境 (AR) 和虚拟实境 (VR) 技术的日益普及正在对教育娱乐市场产生重大影响,彻底改变教育体验的提供方式并提高学习者的参与度。

根据 Statista 的数据,到 2023 年,预计将有约 9,800 万人使用 VR 硬件,而约 2,300 万人将探索更先进的 AR 技术。到 2027 年,全球 AR 和 VR 用户预计将超过 1 亿。数位学习的成长正在重塑教育娱乐市场,透过可存取的数位平台促进向互动和引人入胜的教育体验的转变。根据 Statista 预测,2022 年全球线上学习市场规模预计将超过 2,430 亿美元,预计到 2026 年将达到近 4,000 亿美元。此外,教育领域技术进步的不断进步和线上课程需求的激增将创造一个利润丰厚的成长机会。然而,有限的覆盖范围和低品质的内容抑制了 2023-2030 年预测期内的市场成长。

全球寓教于乐市场研究考量的关键区域包括亚太地区、北美、欧洲、拉丁美洲以及中东和非洲。由于该地区存在许多组织以及对教育娱乐中心的大量投资,北美在预测期内占据了市场主导地位。由于云端运算技术的兴起以及互联和智慧型装置数量的增加等因素,亚太地区是预测期内成长最快的地区。此外,该地区还有许多寓教于乐的组织。

研究的目的是确定近年来不同细分市场和国家的市场规模,并预测未来几年的价值。该报告旨在纳入参与研究的国家内该行业的定性和定量方面。

该报告还提供了有关驱动因素和挑战等关键方面的详细信息,这些因素将决定市场的未来成长。此外,它还纳入了利害关係人投资的微观市场的潜在机会,以及对主要参与者的竞争格局和产品供应的详细分析。

目录

第 1 章:执行摘要

  • 市场概况
  • 2020-2030 年全球与细分市场估计与预测
    • 2020-2030 年寓教于乐市场(按地区)
    • 寓教于乐市场,依服务类型,2020-2030
    • 寓教于乐市场,依收入来源划分,2020-2030 年
    • 寓教于乐市场,依最终使用者划分,2020-2030 年
  • 主要趋势
  • 估算方法
  • 研究假设

第 2 章:全球寓教于乐市场定义与范围

  • 研究目的
  • 市场定义和范围
    • 产业演变
    • 研究范围
  • 研究考虑的年份
  • 货币兑换率

第 3 章:全球寓教于乐市场动态

  • 寓教于乐市场影响分析(2020-2030)
    • 市场驱动因素
      • 数位学习平台数量不断增加
      • AR和VR技术的需求不断成长
    • 市场挑战
      • 范围有限
      • 内容品质低
    • 市场机会
      • 教育领域不断进步的科技进步
      • 线上课程需求激增

第 4 章:全球寓教于乐市场产业分析

  • 波特的五力模型
    • 供应商的议价能力
    • 买家的议价能力
    • 新进入者的威胁
    • 替代品的威胁
    • 竞争竞争
  • 波特的五力影响分析
  • PEST分析
    • 政治的
    • 经济
    • 社会的
    • 技术性
    • 环境的
    • 合法的
  • 顶级投资机会
  • 最佳制胜策略
  • COVID-19 影响分析
  • 颠覆性趋势
  • 产业专家视角
  • 分析师推荐与结论

第 5 章:全球寓教于乐市场(依服务类型)

  • 市场概况
  • 全球寓教于乐市场(依服务类型、表现-潜力分析)
  • 2020-2030 年按服务类型分類的全球寓教于乐市场估计与预测
  • 寓教于乐市场区隔分析
    • 非互动式观众服务
    • 互动参与服务

第 6 章:全球寓教于乐市场(依收入来源)

  • 市场概况
  • 全球教育娱乐市场(按收入来源、绩效 - 潜力分析)
  • 2020-2030 年按收入来源分類的全球教育娱乐市场估计与预测
  • 寓教于乐市场区隔分析
    • 广告
    • 门票费用
    • 合伙

第 7 章:全球寓教于乐市场(依最终用户)

  • 市场概况
  • 全球寓教于乐市场(依最终用户)、性能-潜力分析
  • 2020-2030 年最终用户全球寓教于乐市场估计与预测
  • 寓教于乐市场区隔分析
    • 个人
    • 学校
    • 大学

第 8 章:全球寓教于乐市场,区域分析

  • 领先国家
  • 顶尖新兴国家
  • 寓教于乐市场、区域市场概况
  • 北美洲
    • 我们
      • 2020-2030 年服务类型细分估计与预测
      • 2020-2030 年收入来源细分估计与预测
      • 2020-2030 年最终用户细分估计与预测
    • 加拿大
  • 欧洲寓教于乐市场概况
    • 英国
    • 德国
    • 法国
    • 西班牙
    • 义大利
    • 欧洲其他地区
  • 亚太地区寓教于乐市场概况
    • 中国
    • 印度
    • 日本
    • 澳洲
    • 韩国
    • 亚太地区其他地区
  • 拉丁美洲寓教于乐市场概况
    • 巴西
    • 墨西哥
  • 中东和非洲
    • 沙乌地阿拉伯
    • 南非
    • 中东和非洲其他地区

第 9 章:竞争情报

  • 重点企业SWOT分析
    • 公司1
    • 公司2
    • 公司3
  • 顶级市场策略
  • 公司简介
    • Brightcove Inc.
      • 关键讯息
      • 概述
      • 财务(视数据可用性而定)
      • 产品概要
      • 最近的发展
    • Tata Sons Private Limited
    • KNeoMedia Limited
    • KidZania Operations SARL
    • Merlin Entertainments
    • Kaltura Inc.
    • Kidz Holding SAL
    • AEL Data Services LLP
    • Reliance Jio Infocomm Limited
    • zSpace Inc

第 10 章:研究过程

  • 研究过程
    • 资料探勘
    • 分析
    • 市场预测
    • 验证
    • 出版
  • 研究属性
  • 研究假设

Global Edutainment Market is valued at approximately USD 5.76 billion in 2022 and is anticipated to grow with a healthy growth rate of more than 17.66 % over the forecast period 2023-2030. Edutainment centers combine education and entertainment, offering educational features in places such as zoos, aquariums, science centers, botanical gardens, and children's museums. These centers provide learning through entertainment, making them popular destinations for children and parents. The Edutainment market is expanding because of factors such as rising number of digital learning platforms and rising demand of Augmented Reality (AR) and Virtual Reality (VR) technologies. Moreover, the increasing utilization of Augmented Reality (AR) and Virtual Reality (VR) technologies is significantly impacting the Edutainment market, revolutionizing the way educational experiences are delivered and enhancing learner engagement.

According to Statista in 2023, approximately 98 million individuals are expected to utilize VR hardware, while around 23 million explore more advanced AR technology. By 2027, both AR and VR are anticipated to exceed 100 million users globally. The growth of digital learning is reshaping the Edutainment market, fostering a shift towards interactive and engaging educational experiences through accessible digital platforms. According to Statista in 2022, the global e-learning market is projected to surpass USD 243 billion and is forecast to reach nearly USD 400 billion by 2026. In addition, rising technological advancements in the education sector and surge in demand of online courses would create a lucrative growth opportunity. However, limited reach and low quality content stifles market growth throughout the forecast period of 2023-2030.

The key regions considered for the Global Edutainment Market study includes Asia Pacific, North America, Europe, Latin America, and Middle East & Africa. North America dominates the market during the forecast period owing to the presence of numerous organizations, substantial investment in edutainment centers within the region. Asia Pacific is the fastest growing region during the forecast period, owing to factors such as a rise in cloud computing technology and an increasing number of connected and intelligent devices. Additionally, the presence of numerous edutainment organizations in the region.

Major market player included in this report are:

  • Brightcove Inc.
  • Tata Sons Private Limited
  • KNeoMedia Limited
  • KidZania Operations S.A.R.L.
  • Merlin Entertainments
  • Kaltura Inc.
  • Kidz Holding S.A.L.
  • A.E.L. Data Services L.L.P.
  • Reliance Jio Infocomm Limited
  • zSpace Inc

Recent Developments in the Market:

  • In April 2021, Byju's successfully acquired Aakash Educational Services for a substantial amount of USD 1 billion. This strategic partnership unites two renowned educational brands in India, leveraging Aakash's expertise in exam preparation and Byju's strengths in content and technology. Following the integration, Byju's is committed to making additional investments to expedite the growth of Aakash.
  • In March 2022, iLearn launched Eggheads, a new mobile NFT gaming app. This release is set to disrupt the gaming industry, education industry, and Learn to Earn sector. Learn aims to leverage blockchain technology to offer an immersive, enjoyable, and educational learning experience. Eggheads, the inaugural game/software on the iLearn platform, provides users with an engaging and meaningful learning environment.

Global Edutainment Market Report Scope:

  • Historical Data: 2020 - 2021
  • Base Year for Estimation: 2022
  • Forecast period: 2023-2030
  • Report Coverage: Revenue forecast, Company Ranking, Competitive Landscape, Growth factors, and Trends
  • Segments Covered: Service Type, Revenue Source, End-User, Region
  • Regional Scope: North America; Europe; Asia Pacific; Latin America; Middle East & Africa
  • Customization Scope: Free report customization (equivalent up to 8 analyst's working hours) with purchase. Addition or alteration to country, regional & segment scope*

The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within countries involved in the study.

The report also caters detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, it also incorporates potential opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:

By Service Type:

  • Non-Interactive Spectator Service
  • Interactive Participatory Service

By Revenue Source:

  • Advertising
  • Ticket Fees
  • Partnership

By End-User:

  • Individuals
  • Schools
  • Universities

By Region:

  • North America
    • U.S.
    • Canada
  • Europe
    • UK
    • Germany
    • France
    • Spain
    • Italy
    • ROE
  • Asia Pacific
    • China
    • India
    • Japan
    • Australia
    • South Korea
    • RoAPAC
  • Latin America
    • Brazil
    • Mexico
  • Middle East & Africa
    • Saudi Arabia
    • South Africa
    • Rest of Middle East & Africa

Table of Contents

Chapter 1. Executive Summary

  • 1.1. Market Snapshot
  • 1.2. Global & Segmental Market Estimates & Forecasts, 2020-2030 (USD Billion)
    • 1.2.1. Edutainment Market, by Region, 2020-2030 (USD Billion)
    • 1.2.2. Edutainment Market, by Service Type , 2020-2030 (USD Billion)
    • 1.2.3. Edutainment Market, by Revenue Source , 2020-2030 (USD Billion)
    • 1.2.4. Edutainment Market, by End-User , 2020-2030 (USD Billion)
  • 1.3. Key Trends
  • 1.4. Estimation Methodology
  • 1.5. Research Assumption

Chapter 2. Global Edutainment Market Definition and Scope

  • 2.1. Objective of the Study
  • 2.2. Market Definition & Scope
    • 2.2.1. Industry Evolution
    • 2.2.2. Scope of the Study
  • 2.3. Years Considered for the Study
  • 2.4. Currency Conversion Rates

Chapter 3. Global Edutainment Market Dynamics

  • 3.1. Edutainment Market Impact Analysis (2020-2030)
    • 3.1.1. Market Drivers
      • 3.1.1.1. Rising in number of digital learning platforms
      • 3.1.1.2. Rising demand of AR and VR technologies
    • 3.1.2. Market Challenges
      • 3.1.2.1. Limited reach
      • 3.1.2.2. Low quality of content
    • 3.1.3. Market Opportunities
      • 3.1.3.1. Rising technological advancements in the education sector
      • 3.1.3.2. Surge in demand of online courses

Chapter 4. Global Edutainment Market Industry Analysis

  • 4.1. Porter's 5 Force Model
    • 4.1.1. Bargaining Power of Suppliers
    • 4.1.2. Bargaining Power of Buyers
    • 4.1.3. Threat of New Entrants
    • 4.1.4. Threat of Substitutes
    • 4.1.5. Competitive Rivalry
  • 4.2. Porter's 5 Force Impact Analysis
  • 4.3. PEST Analysis
    • 4.3.1. Political
    • 4.3.2. Economical
    • 4.3.3. Social
    • 4.3.4. Technological
    • 4.3.5. Environmental
    • 4.3.6. Legal
  • 4.4. Top investment opportunity
  • 4.5. Top winning strategies
  • 4.6. COVID-19 Impact Analysis
  • 4.7. Disruptive Trends
  • 4.8. Industry Expert Perspective
  • 4.9. Analyst Recommendation & Conclusion

Chapter 5. Global Edutainment Market, by Service Type

  • 5.1. Market Snapshot
  • 5.2. Global Edutainment Market by Service Type , Performance - Potential Analysis
  • 5.3. Global Edutainment Market Estimates & Forecasts by Service Type 2020-2030 (USD Billion)
  • 5.4. Edutainment Market, Sub Segment Analysis
    • 5.4.1. Non-Interactive Spectator Service
    • 5.4.2. Interactive Participatory Service

Chapter 6. Global Edutainment Market, by Revenue Source

  • 6.1. Market Snapshot
  • 6.2. Global Edutainment Market by Revenue Source , Performance - Potential Analysis
  • 6.3. Global Edutainment Market Estimates & Forecasts by Revenue Source 2020-2030 (USD Billion)
  • 6.4. Edutainment Market, Sub Segment Analysis
    • 6.4.1. Advertising
    • 6.4.2. Ticket Fees
    • 6.4.3. Partnership

Chapter 7. Global Edutainment Market, by End-User

  • 7.1. Market Snapshot
  • 7.2. Global Edutainment Market by End-User , Performance - Potential Analysis
  • 7.3. Global Edutainment Market Estimates & Forecasts by End-User 2020-2030 (USD Billion)
  • 7.4. Edutainment Market, Sub Segment Analysis
    • 7.4.1. Individuals
    • 7.4.2. Schools
    • 7.4.3. Universities

Chapter 8. Global Edutainment Market, Regional Analysis

  • 8.1. Top Leading Countries
  • 8.2. Top Emerging Countries
  • 8.3. Edutainment Market, Regional Market Snapshot
  • 8.4. North America Edutainment Market
    • 8.4.1. U.S. Edutainment Market
      • 8.4.1.1. Service Type breakdown estimates & forecasts, 2020-2030
      • 8.4.1.2. Revenue Source breakdown estimates & forecasts, 2020-2030
      • 8.4.1.3. End-User breakdown estimates & forecasts, 2020-2030
    • 8.4.2. Canada Edutainment Market
  • 8.5. Europe Edutainment Market Snapshot
    • 8.5.1. U.K. Edutainment Market
    • 8.5.2. Germany Edutainment Market
    • 8.5.3. France Edutainment Market
    • 8.5.4. Spain Edutainment Market
    • 8.5.5. Italy Edutainment Market
    • 8.5.6. Rest of Europe Edutainment Market
  • 8.6. Asia-Pacific Edutainment Market Snapshot
    • 8.6.1. China Edutainment Market
    • 8.6.2. India Edutainment Market
    • 8.6.3. Japan Edutainment Market
    • 8.6.4. Australia Edutainment Market
    • 8.6.5. South Korea Edutainment Market
    • 8.6.6. Rest of Asia Pacific Edutainment Market
  • 8.7. Latin America Edutainment Market Snapshot
    • 8.7.1. Brazil Edutainment Market
    • 8.7.2. Mexico Edutainment Market
  • 8.8. Middle East & Africa Edutainment Market
    • 8.8.1. Saudi Arabia Edutainment Market
    • 8.8.2. South Africa Edutainment Market
    • 8.8.3. Rest of Middle East & Africa Edutainment Market

Chapter 9. Competitive Intelligence

  • 9.1. Key Company SWOT Analysis
    • 9.1.1. Company 1
    • 9.1.2. Company 2
    • 9.1.3. Company 3
  • 9.2. Top Market Strategies
  • 9.3. Company Profiles
    • 9.3.1. Brightcove Inc.
      • 9.3.1.1. Key Information
      • 9.3.1.2. Overview
      • 9.3.1.3. Financial (Subject to Data Availability)
      • 9.3.1.4. Product Summary
      • 9.3.1.5. Recent Developments
    • 9.3.2. Tata Sons Private Limited
    • 9.3.3. KNeoMedia Limited
    • 9.3.4. KidZania Operations S.A.R.L.
    • 9.3.5. Merlin Entertainments
    • 9.3.6. Kaltura Inc.
    • 9.3.7. Kidz Holding S.A.L.
    • 9.3.8. A.E.L. Data Services L.L.P.
    • 9.3.9. Reliance Jio Infocomm Limited
    • 9.3.10. zSpace Inc

Chapter 10. Research Process

  • 10.1. Research Process
    • 10.1.1. Data Mining
    • 10.1.2. Analysis
    • 10.1.3. Market Estimation
    • 10.1.4. Validation
    • 10.1.5. Publishing
  • 10.2. Research Attributes
  • 10.3. Research Assumption

LIST OF TABLES

  • TABLE 1. Global Edutainment Market, report scope
  • TABLE 2. Global Edutainment Market estimates & forecasts by Region 2020-2030 (USD Billion)
  • TABLE 3. Global Edutainment Market estimates & forecasts by Service Type 2020-2030 (USD Billion)
  • TABLE 4. Global Edutainment Market estimates & forecasts by Revenue Source 2020-2030 (USD Billion)
  • TABLE 5. Global Edutainment Market estimates & forecasts by End-User 2020-2030 (USD Billion)
  • TABLE 6. Global Edutainment Market by segment, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 7. Global Edutainment Market by region, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 8. Global Edutainment Market by segment, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 9. Global Edutainment Market by region, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 10. Global Edutainment Market by segment, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 11. Global Edutainment Market by region, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 12. Global Edutainment Market by segment, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 13. Global Edutainment Market by region, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 14. Global Edutainment Market by segment, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 15. Global Edutainment Market by region, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 16. U.S. Edutainment Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 17. U.S. Edutainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 18. U.S. Edutainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 19. Canada Edutainment Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 20. Canada Edutainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 21. Canada Edutainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 22. UK Edutainment Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 23. UK Edutainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 24. UK Edutainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 25. Germany Edutainment Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 26. Germany Edutainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 27. Germany Edutainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 28. France Edutainment Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 29. France Edutainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 30. France Edutainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 31. Italy Edutainment Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 32. Italy Edutainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 33. Italy Edutainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 34. Spain Edutainment Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 35. Spain Edutainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 36. Spain Edutainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 37. RoE Edutainment Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 38. RoE Edutainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 39. RoE Edutainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 40. China Edutainment Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 41. China Edutainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 42. China Edutainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 43. India Edutainment Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 44. India Edutainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 45. India Edutainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 46. Japan Edutainment Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 47. Japan Edutainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 48. Japan Edutainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 49. South Korea Edutainment Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 50. South Korea Edutainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 51. South Korea Edutainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 52. Australia Edutainment Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 53. Australia Edutainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 54. Australia Edutainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 55. RoAPAC Edutainment Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 56. RoAPAC Edutainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 57. RoAPAC Edutainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 58. Brazil Edutainment Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 59. Brazil Edutainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 60. Brazil Edutainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 61. Mexico Edutainment Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 62. Mexico Edutainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 63. Mexico Edutainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 64. RoLA Edutainment Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 65. RoLA Edutainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 66. RoLA Edutainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 67. Saudi Arabia Edutainment Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 68. South Africa Edutainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 69. RoMEA Edutainment Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 70. List of secondary sources, used in the study of global Edutainment Market
  • TABLE 71. List of primary sources, used in the study of global Edutainment Market
  • TABLE 72. Years considered for the study
  • TABLE 73. Exchange rates considered

List of tables and figures are dummy in nature, final lists may vary in the final deliverable

LIST OF FIGURES

  • FIG 1. Global Edutainment Market, research methodology
  • FIG 2. Global Edutainment Market, Market estimation techniques
  • FIG 3. Global Market size estimates & forecast methods
  • FIG 4. Global Edutainment Market, key trends 2022
  • FIG 5. Global Edutainment Market, growth prospects 2023-2030
  • FIG 6. Global Edutainment Market, porters 5 force model
  • FIG 7. Global Edutainment Market, pest analysis
  • FIG 8. Global Edutainment Market, value chain analysis
  • FIG 9. Global Edutainment Market by segment, 2020 & 2030 (USD Billion)
  • FIG 10. Global Edutainment Market by segment, 2020 & 2030 (USD Billion)
  • FIG 11. Global Edutainment Market by segment, 2020 & 2030 (USD Billion)
  • FIG 12. Global Edutainment Market by segment, 2020 & 2030 (USD Billion)
  • FIG 13. Global Edutainment Market by segment, 2020 & 2030 (USD Billion)
  • FIG 14. Global Edutainment Market, regional snapshot 2020 & 2030
  • FIG 15. North America Edutainment Market 2020 & 2030 (USD Billion)
  • FIG 16. Europe Edutainment Market 2020 & 2030 (USD Billion)
  • FIG 17. Asia pacific Edutainment Market 2020 & 2030 (USD Billion)
  • FIG 18. Latin America Edutainment Market 2020 & 2030 (USD Billion)
  • FIG 19. Middle East & Africa Edutainment Market 2020 & 2030 (USD Billion)

List of tables and figures are dummy in nature, final lists may vary in the final deliverable