市场调查报告书
商品编码
1587931
教育娱乐市场:依产品类型、最终用户、地区Edutainment Market, By Product Type (Hybrid, Non-interactive, Interactive, and Explorative), By End User (Children, Teenagers, Young Adult, and Adult), By Geography (North America, Latin America, Asia Pacific, Europe, Middle East, and Africa) |
全球教育娱乐市场预计到2024年将达到36.1亿美元,预计到2031年将达到78.2亿美元,2024年至2031年的复合年增长率为11.7%。
报告范围 | 报告详情 | ||
---|---|---|---|
基准年 | 2023年 | 2024年市场规模 | 36.1亿美元 |
实际资料 | 2019年至2023年 | 预测期 | 从2024年到2031年 |
预测 2024-2031 年复合年增长率: | 11.70% | 2031年价值预测 | 78.2亿美元 |
预计全球教育娱乐市场在未来几年将显着成长。教育娱乐是指使用娱乐和多媒体工具和方法来达到教学目的。使用说故事、游戏和动手互动活动来吸引学生并以有趣的方式传授知识。随着数位学习变得越来越流行,以及让新一代的教育变得更有趣和更具体验性的需求的增加,全球对教育娱乐产品和服务的需求不断增加。其主要驱动力是虚拟实境、扩增实境和人工智慧技术的出现,这些技术增强了教育娱乐的体验。同时,公共和私营部门增加对开发创新教育娱乐解决方案的投资也推动了市场向前发展。
由于全球对开发创新的教育娱乐解决方案的投资不断增加,全球教育娱乐市场正在快速成长。数位学习的日益普及以及透过体验式方法让教育对学生来说更有趣的需求是关键的成长动力。然而,开发教育娱乐产品和服务所需的高额初始投资给市场参与者带来了挑战。同时,虚拟实境、增强智慧和人工智慧等先进技术的采用不断增加,在增强教育娱乐体验的同时提供了利润丰厚的机会。主要企业正在投资研发,将这些技术融入他们的产品中。
本报告对全球教育娱乐市场进行了详细分析,并提供了以2023年为基准年的预测期(2024-2031)的市场规模和年复合成长率(CAGR%)。
它还揭示了各个细分市场的潜在商机,并说明了该市场有吸引力的投资提案矩阵。
它还提供了有关市场驱动因素、限制因素、机会、新产品发布和核准、市场趋势、区域前景、主要企业采取的竞争策略等的主要考察。
它根据公司亮点、产品系列、主要亮点、财务表现和策略等参数,介绍了全球教育娱乐市场的主要企业。
主要企业包括 Kahoot、ABCmouse、Curiosity Stream、LeapFrog Enterprises, Inc、BYJU's、Duolingo、Nickelodeon、Tynker、Minecraft Education Edition、Roblox Education 等。
该报告的见解使负责人和公司经营团队能够就未来的产品发布、类型升级、市场扩张和行销策略做出明智的决策。
本研究报告针对该产业的各个相关人员,如投资者、供应商、产品製造商、经销商、新进业者和财务分析师。
透过用于分析全球教育娱乐市场的各种策略矩阵,将有助于相关人员做出决策。
Global edutainment market is estimated to be valued at USD 3.61 Bn in 2024 and is expected to reach USD 7.82 Bn by 2031, exhibiting a compound annual growth rate (CAGR) of 11.7% from 2024 to 2031.
Report Coverage | Report Details | ||
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Base Year: | 2023 | Market Size in 2024: | US$ 3.61 Bn |
Historical Data for: | 2019 To 2023 | Forecast Period: | 2024 To 2031 |
Forecast Period 2024 to 2031 CAGR: | 11.70% | 2031 Value Projection: | US$ 7.82 Bn |
Global edutainment market is projected to grow significantly in the coming years. Edutainment refers to the use of entertainment and multimedia tools and approaches for the purpose of education and learning. It utilizes storytelling, games, and hands-on interactive activities to engage students and impart knowledge in an enjoyable way. With the growing popularity of digital learning and the need to make education more interesting and experiential for the new generation, the demand for edutainment products and services is rising globally. Major factors driving this include the advent of virtual reality, augmented reality and artificial intelligence technologies which are enhancing the edutainment experience. Meanwhile, growing investments by both private and public sectors in developing innovative edutainment solutions are also propelling the market forward.
Global edutainment market is witnessing positive growth driven by rising investments in developing innovative edutainment solutions globally. Growing popularity of digital learning and need to make education more interesting for students through experiential methods is a key growth driver. However, high initial investments required for the development of edutainment products and services pose a challenge for market players. Meanwhile, increasing adoption of advanced technologies such as virtual reality, augmented reality, and artificial intelligence present lucrative opportunities, as they are enhancing the edutainment experience. Major companies are investing in R&D to incorporate these technologies in their offerings.
This report provides in-depth analysis of the global edutainment market, and provides market size (US$ Billion) and compound annual growth rate (CAGR%) for the forecast period (2024-2031), considering 2023 as the base year
It elucidates potential revenue opportunities across different segments and explains attractive investment proposition matrices for this market
This study also provides key insights about market drivers, restraints, opportunities, new product launches or approvals, market trends, regional outlook, and competitive strategies adopted by key players
It profiles key players in the global edutainment market based on the following parameters - company highlights, products portfolio, key highlights, financial performance, and strategies
Key companies covered as a part of this study include Kahoot, ABCmouse, Curiosity Stream, LeapFrog Enterprises, Inc, BYJU's, Duolingo, Nickelodeon, Tynker, Minecraft Education Edition, and Roblox Education
Insights from this report would allow marketers and the management authorities of the companies to make informed decisions regarding their future product launches, type up-gradation, market expansion, and marketing tactics
The global edutainment market report caters to various stakeholders in this industry including investors, suppliers, product manufacturers, distributors, new entrants, and financial analysts
Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the global edutainment market