封面
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)

出版日期: | 出版商: Coherent Market Insights | 英文 140 Pages | 商品交期: 2-3个工作天内

价格
简介目录

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
图:2024 年各地区教育娱乐市场占有率(%)
寓教于乐市场-IMG1

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。

市场动态:

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。

本研究的主要特点

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。

目录

第一章 研究目的与前提

  • 研究目的
  • 先决条件
  • 简称

第二章 市场展望

  • 报告说明
    • 市场定义和范围
  • 执行摘要
  • 按地区分類的市场细分

第三章市场动态、法规及趋势分析

  • 市场动态
    • 促进因素
    • 抑制因素
  • PEST分析
  • 波特的五力分析
  • 市场机会
  • 监管场景
  • 主要进展
  • 产业动态

第四章全球教育娱乐市场 - 冠状病毒 (COVID-19) 大流行的影响

  • 影响全球教育娱乐市场的因素 – COVID-19
  • 影响分析

第五章全球教育娱乐市场,依产品类型,2024-2031

  • 混合
  • 非互动式
  • 双向
  • 探索型

第六章 全球教育娱乐市场,依最终使用者划分,2024-2031 年

  • 孩子
  • 青少年
  • 青年
  • 成人

第七章全球教育娱乐市场,依地区,2024-2031

  • 北美洲
  • 拉丁美洲
  • 欧洲
  • 亚太地区
  • 中东
  • 非洲

第八章 竞争格局

  • 热图分析
    • Market Share Analysis(3x3 Matrix)
    • 公司简介
  • Kahoot
  • ABCmouse
  • CuriosityStream
  • BYJU's
  • Duilingo
  • Nickelodeon
  • Tynker
  • The Minecraft Education Edition
  • Roblox Education

第九章 分析师建议

  • 命运之轮
  • 分析师观点
  • 一致的机会图

第10章

  • 参考
  • 调查方法
简介目录
Product Code: CMI7442

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
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
Figure. Edutainment Market Share (%), By Region 2024
Edutainment Market - IMG1

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.

Market Dynamics:

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.

Key Features of the Study:

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

Market Segmentation

  • By Product Type Insights (Revenue, USD, 2019 - 2031)
    • Hybrid
    • Non-interactive
    • Interactive
    • Explorative
  • By End User Insights (Revenue, USD, 2019 - 2031)
    • Children
    • Teenagers
    • Young Adult
    • Adult
  • By Regional Insights (Revenue, USD, 2019 - 2031)
    • North America
    • U.S.
    • Canada
    • Latin America
    • Brazil
    • Argentina
    • Mexico
    • Rest of Latin America
    • Europe
    • Germany
    • U.K.
    • Spain
    • France
    • Italy
    • Russia
    • Rest of Europe
    • Asia Pacific
    • China
    • India
    • Japan
    • Australia
    • South Korea
    • ASEAN
    • Rest of Asia Pacific
    • Middle East
    • GCC Countries
    • Israel
    • Rest of Middle East
    • Africa
    • South Africa
    • North Africa
    • Central Africa
  • Key Players Insights
    • Kahoot
    • ABCmouse
    • CuriosityStream
    • LeapFrog Enterprises, Inc
    • BYJU's
    • Duolingo
    • Nickelodeon
    • Tynker
    • Minecraft Education Edition
    • Roblox Education

Table of Contents

1. Research Objectives and Assumptions

  • Research Objectives
  • Assumptions
  • Abbreviations

2. Market Purview

  • Report Description
    • Market Definition and Scope
  • Executive Summary
    • Market Snippet, By Product Type
    • Market Snippet, By End User
  • Market Snippet, By Region

3. Market Dynamics, Regulations, and Trends Analysis

  • Market Dynamics
    • Drivers
    • Restraints
  • PEST Analysis
  • PORTER's Five Forces Analysis
  • Market Opportunities
  • Regulatory Scenario
  • Key Developments
  • Industry Trend

4. Global Edutainment Market - Impact of Coronavirus (COVID-19) Pandemic

  • Overview
  • Factors Affecting the Global Edutainment Market - COVID-19
  • Impact Analysis

5. Global Edutainment Market, By Product Type, 2024-2031 (US$ Bn)

  • Introduction
    • Market Share Analysis, 2024, 2027, and 2031 (%)
    • Y-o-Y Growth Analysis, 2020 - 2031
    • Segment Trends
  • Hybrid
    • Market Share Analysis, 2024, 2027, and 2031 (%)
    • Y-o-Y Growth Analysis, 2020 - 2031
    • Segment Trends
  • Non-interactive
    • Market Share Analysis, 2024, 2027, and 2031 (%)
    • Y-o-Y Growth Analysis, 2020 - 2031
    • Segment Trends
  • Interactive
    • Market Share Analysis, 2024, 2027, and 2031 (%)
    • Y-o-Y Growth Analysis, 2020 - 2031
    • Segment Trends
  • Explorative
    • Market Share Analysis, 2024, 2027, and 2031 (%)
    • Y-o-Y Growth Analysis, 2020 - 2031
    • Segment Trends

6. Global Edutainment Market, By End User, 2024-2031 (US$ Bn)

  • Introduction
    • Market Share Analysis, 2024, 2027, and 2031 (%)
    • Y-o-Y Growth Analysis, 2020 - 2031
    • Segment Trends
  • Children
    • Market Share Analysis, 2024, 2027, and 2031 (%)
    • Y-o-Y Growth Analysis, 2020 - 2031
    • Segment Trends
  • Teenagers
    • Market Share Analysis, 2024, 2027, and 2031 (%)
    • Y-o-Y Growth Analysis, 2020 - 2031
    • Segment Trends
  • Young Adult
    • Market Share Analysis, 2024, 2027, and 2031 (%)
    • Y-o-Y Growth Analysis, 2020 - 2031
    • Segment Trends
  • Adult
    • Market Share Analysis, 2024, 2027, and 2031 (%)
    • Y-o-Y Growth Analysis, 2020 - 2031
    • Segment Trends

7. Global Edutainment Market, By Region, 2024-2031 (US$ Bn)

  • Introduction
    • Market Share Analysis, By Region, 2024, 2027, and 2031 (%)
    • Y-o-Y Growth Analysis, For Region, 2020 - 2031
  • North America
    • Market Share Analysis, By Country, 2024, 2027 and 2031 (%)
    • Y-o-Y Growth Analysis, For Region, 2020 - 2031
    • Market Size and Forecast, By Product Type, 2019- 2031, (US$ Bn)
    • Market Size and Forecast, By End User, 2019- 2031, (US$ Bn)
    • Market Size and Forecast, By Country, 2019- 2031, (US$ Bn)
      • U.S.
      • Canada
  • Latin America
    • Market Share Analysis, By Country, 2024, 2027 and 2031 (%)
    • Y-o-Y Growth Analysis, For Region, 2020 - 2031
    • Market Size and Forecast, By Product Type, 2019- 2031, (US$ Bn)
    • Market Size and Forecast, By End User, 2019- 2031, (US$ Bn)
    • Market Size and Forecast, By Country, 2019- 2031, (US$ Bn)
      • Brazil
      • Argentina
      • Mexico
      • Rest of Latin America
  • Europe
    • Market Share Analysis, By Country, 2024, 2027 and 2031 (%)
    • Y-o-Y Growth Analysis, For Region, 2020 - 2031
    • Market Size and Forecast, By Product Type, 2019- 2031, (US$ Bn)
    • Market Size and Forecast, By End User, 2019- 2031, (US$ Bn)
    • Market Size and Forecast, By Country, 2019- 2031, (US$ Bn)
      • U.K.
      • Germany
      • Italy
      • France
      • Spain
      • Russia
      • Rest of Europe
  • Asia Pacific
    • Market Share Analysis, By Country, 2024, 2027 and 2031 (%)
    • Y-o-Y Growth Analysis, For Region, 2020 - 2031
    • Market Size and Forecast, By Product Type, 2019- 2031, (US$ Bn)
    • Market Size and Forecast, By End User, 2019- 2031, (US$ Bn)
    • Market Size and Forecast, By Country, 2019- 2031, (US$ Bn)
      • China
      • India
      • Japan
      • ASEAN
      • Australia
      • South Korea
      • Rest of Asia Pacific
  • Middle East
    • Market Share Analysis, By Country, 2024, 2027 and 2031 (%)
    • Y-o-Y Growth Analysis, For Region, 2020 - 2031
    • Market Size and Forecast, By Product Type, 2019- 2031, (US$ Bn)
    • Market Size and Forecast, By End User, 2019- 2031, (US$ Bn)
    • Market Size and Forecast, By Country, 2019- 2031, (US$ Bn)
      • GCC Countries
      • Israel
      • Rest of Middle East
  • Africa
    • Market Share Analysis, By Country, 2024, 2027 and 2031 (%)
    • Y-o-Y Growth Analysis, For Region, 2020 - 2031
    • Market Size and Forecast, By Product Type, 2019- 2031, (US$ Bn)
    • Market Size and Forecast, By End User, 2019- 2031, (US$ Bn)
    • Market Size and Forecast, By Country/Region, 2019- 2031, (US$ Bn)
      • South Africa
      • North Africa
      • Central Africa

8. Competitive Landscape

  • Heat Map Analysis
    • Market Share Analysis (3x3 Matrix)
    • Company Profiles
  • Kahoot
    • Company Overview
    • Product Portfolio
    • Recent Developments/Updates
  • ABCmouse
    • Company Overview
    • Product Portfolio
    • Recent Developments/Updates
  • CuriosityStream
    • Company Overview
    • Product Portfolio
    • Recent Developments/Updates
  • BYJU's
    • Company Overview
    • Product Portfolio
    • Recent Developments/Updates
  • Duilingo
    • Company Overview
    • Product Portfolio
    • Recent Developments/Updates
  • Nickelodeon
    • Company Overview
    • Product Portfolio
    • Recent Developments/Updates
  • Tynker
    • Company Overview
    • Product Portfolio
    • Recent Developments/Updates
  • The Minecraft Education Edition
    • Company Overview
    • Product Portfolio
    • Recent Developments/Updates
  • Roblox Education

9. Analyst Recommendation

  • Wheel of Fortune
  • Analyst View
  • Coherent Opportunity Map

10. Section

  • References
  • Research Methodology
  • About Us and Sales Contact