Edutainment Market 2027 By Gaming Type, Facility Size, Source of Revenue and Geography | The Insight Partners

Edutainment Market to 2027 - Global Analysis and Forecasts by Gaming Type (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); Source of Revenue (Entry Fees and Tickets, Food and Beverages, Merchandising, Advertising, Others) and Geography

Report Code: TIPRE00006054 | No. of Pages: 150 | Category: Technology, Media and Telecommunications | Status: Upcoming
MARKET INTRODUCTION

Shifting dynamics and methodologies of education have paved the way for innovative teaching styles. Interactive ways for presenting learning has created more impacts in terms of imparting knowledge. Players offering edutainment based products have been focusing on providing highly advanced technologies that would enhance the gaming experiences and the edutainment centers such as museums, botanical gardens, science exhibitions, and zoos.

MARKET DYNAMICS

Increasing creative as well as innovations in the games, and the knowledge development through the medium of games is anticipated to drive the edutainment market globally. Design complexity pertaining to the edutainment product and lack of awareness about the model are the major restraining factors in the edutainment market. Emergence of various AR/VR technologies in the edutainment sector is anticipated to further provide good opportunities to the players operating in the edutainment market.

MARKET SCOPE

The "Global Edutainment Market Analysis to 2027" is a specialized and in-depth study of technology, media, and telecommunication industry with a special focus on the global market trend analysis. The report aims to provide an overview of the Edutainment market with detailed market segmentation by gaming type, facility size, source of revenue, and geography. The global edutainment market is expected to witness high growth during the forecast period. The report provides key statistics on the market status of the leading edutainment market players and offers key trends and opportunities in the market.

MARKET SEGMENTATION

The global edutainment market is segmented on the basis of gaming type, facility size, and source of revenue. On the basis of gaming type, the edutainment market is segmented into interactive, non-interactive, explorative, and hybrid. The edutainment market on the basis of the facility size is classified into 5,001 to 10,000 Sq. Ft.; 10,001 to 20,000 Sq. Ft.; 20,001 to 40,000 Sq. Ft.; and > 40,000 Sq. Ft. Based on source of revenue, the edutainment market is segmented into entry fees and tickets, food and beverages, merchandising, advertising, and others.


REGIONAL FRAMEWORK

The report provides a detailed overview of the industry including both qualitative and quantitative information. It provides an overview and forecast of the global edutainment market based on various segments. It also provides market size and forecast estimates from the year 2018 to 2027 with respect to five major regions, namely; North America, Europe, Asia-Pacific (APAC), Middle East and Africa (MEA) and South America. The edutainment market by each region is later sub-segmented by respective countries and segments. The report covers the analysis and forecast of eighteen countries globally along with the current trend and opportunities prevailing in the region.

The report analyzes factors affecting the edutainment market from both demand and supply side and further evaluates market dynamics affecting the market during the forecast period i.e., drivers, restraints, opportunities, and future trend. The report also provides exhaustive PEST analysis for all five regions namely; North America, Europe, APAC, MEA, and South America after evaluating political, economic, social and technological factors affecting the edutainment market in these regions.


MARKET PLAYERS

The reports cover key developments in the edutainment market as organic and inorganic growth strategies. Various companies are focusing on organic growth strategies such as product launches, product approvals and others such as patents and events. Inorganic growth strategies activities witnessed in the market were acquisitions, and partnership & collaborations. These activities have paved the way for the expansion of business and customer base of market players. The market players from edutainment market are anticipated to lucrative growth opportunities in the future with the rising demand for edutainment in the global market. Below mentioned is the list of few companies engaged in the edutainment market.

The report also includes the profiles of key companies along with their SWOT analysis and market strategies in the edutainment market. In addition, the report focuses on leading industry players with information such as company profiles, gaming types, and services offered, financial information of the last three years, the key development in the past five years.

- DEVAR
- EON Reality, Inc.
- Jam Origin ApS
- Kidz Holding S.A.L
- Legoland Discovery Center
- Little Explorers
- Mattel Play! Town
- Plabo
- Pororo Parks
- Totter's Otterville

The Insight Partner's dedicated research and analysis team consist of experienced professionals with advanced statistical expertise and offer various customization options in the existing study.
TABLE OF CONTENTS

1. INTRODUCTION
1.1. SCOPE OF THE STUDY
1.2. THE INSIGHT PARTNERS RESEARCH REPORT GUIDANCE
1.3. MARKET SEGMENTATION
1.3.1 Edutainment Market - By Gaming Type
1.3.2 Edutainment Market - By Facility Size
1.3.3 Edutainment Market - By Source of Revenue
1.3.4 Edutainment Market - By Region
1.3.4.1 By Country

2. KEY TAKEAWAYS

3. RESEARCH METHODOLOGY

4. EDUTAINMENT MARKET LANDSCAPE
4.1. OVERVIEW
4.2. PEST ANALYSIS
4.2.1 North America - Pest Analysis
4.2.2 Europe - Pest Analysis
4.2.3 Asia-Pacific - Pest Analysis
4.2.4 Middle East and Africa - Pest Analysis
4.2.5 South and Central America - Pest Analysis
4.3. ECOSYSTEM ANALYSIS
4.4. EXPERT OPINIONS

5. EDUTAINMENT MARKET - KEY MARKET DYNAMICS
5.1. KEY MARKET DRIVERS
5.2. KEY MARKET RESTRAINTS
5.3. KEY MARKET OPPORTUNITIES
5.4. FUTURE TRENDS
5.5. IMPACT ANALYSIS OF DRIVERS AND RESTRAINTS

6. EDUTAINMENT MARKET - GLOBAL MARKET ANALYSIS
6.1. EDUTAINMENT - GLOBAL MARKET OVERVIEW
6.2. EDUTAINMENT - GLOBAL MARKET AND FORECAST TO 2027
6.3. MARKET POSITIONING/MARKET SHARE

7. EDUTAINMENT MARKET - REVENUE AND FORECASTS TO 2027 - GAMING TYPE
7.1. OVERVIEW
7.2. GAMING TYPE MARKET FORECASTS AND ANALYSIS
7.3. INTERACTIVE
7.3.1. Overview
7.3.2. Interactive Market Forecast and Analysis
7.4. NON-INTERACTIVE
7.4.1. Overview
7.4.2. Non-interactive Market Forecast and Analysis
7.5. EXPLORATIVE
7.5.1. Overview
7.5.2. Explorative Market Forecast and Analysis
7.6. HYBRID
7.6.1. Overview
7.6.2. Hybrid Market Forecast and Analysis
8. EDUTAINMENT MARKET - REVENUE AND FORECASTS TO 2027 - FACILITY SIZE
8.1. OVERVIEW
8.2. FACILITY SIZE MARKET FORECASTS AND ANALYSIS
8.3. 5
8.3.1. Overview
8.3.2. 5 Market Forecast and Analysis
8.4. 001 TO 10
8.4.1. Overview
8.4.2. 001 to 10 Market Forecast and Analysis
8.5. 000 SQ. FT.
8.5.1. Overview
8.5.2. 000 Sq. Ft. Market Forecast and Analysis
8.6. 10
8.6.1. Overview
8.6.2. 10 Market Forecast and Analysis
8.7. 001 TO 20
8.7.1. Overview
8.7.2. 001 to 20 Market Forecast and Analysis
8.8. 000 SQ. FT.
8.8.1. Overview
8.8.2. 000 Sq. Ft. Market Forecast and Analysis
8.9. 20
8.9.1. Overview
8.9.2. 20 Market Forecast and Analysis
8.10. 001 TO 40
8.10.1. Overview
8.10.2. 001 to 40 Market Forecast and Analysis
8.11. 000 SQ. FT.
8.11.1. Overview
8.11.2. 000 Sq. Ft. Market Forecast and Analysis
8.12. > 40
8.12.1. Overview
8.12.2. > 40 Market Forecast and Analysis
8.13. 000 SQ. FT
8.13.1. Overview
8.13.2. 000 Sq. Ft Market Forecast and Analysis
9. EDUTAINMENT MARKET - REVENUE AND FORECASTS TO 2027 - SOURCE OF REVENUE
9.1. OVERVIEW
9.2. SOURCE OF REVENUE MARKET FORECASTS AND ANALYSIS
9.3. ENTRY FEES AND TICKETS
9.3.1. Overview
9.3.2. Entry Fees and Tickets Market Forecast and Analysis
9.4. FOOD AND BEVERAGES
9.4.1. Overview
9.4.2. Food and Beverages Market Forecast and Analysis
9.5. MERCHANDISING
9.5.1. Overview
9.5.2. Merchandising Market Forecast and Analysis
9.6. ADVERTISING
9.6.1. Overview
9.6.2. Advertising Market Forecast and Analysis
9.7. OTHERS
9.7.1. Overview
9.7.2. Others Market Forecast and Analysis

10. EDUTAINMENT MARKET REVENUE AND FORECASTS TO 2027 - GEOGRAPHICAL ANALYSIS
10.1. NORTH AMERICA
10.1.1 North America Edutainment Market Overview
10.1.2 North America Edutainment Market Forecasts and Analysis
10.1.3 North America Edutainment Market Forecasts and Analysis - By Gaming Type
10.1.4 North America Edutainment Market Forecasts and Analysis - By Facility Size
10.1.5 North America Edutainment Market Forecasts and Analysis - By Source of Revenue
10.1.6 North America Edutainment Market Forecasts and Analysis - By Countries
10.1.6.1 United States Edutainment Market
10.1.6.1.1 United States Edutainment Market by Gaming Type
10.1.6.1.2 United States Edutainment Market by Facility Size
10.1.6.1.3 United States Edutainment Market by Source of Revenue
10.1.6.2 Canada Edutainment Market
10.1.6.2.1 Canada Edutainment Market by Gaming Type
10.1.6.2.2 Canada Edutainment Market by Facility Size
10.1.6.2.3 Canada Edutainment Market by Source of Revenue
10.1.6.3 Mexico Edutainment Market
10.1.6.3.1 Mexico Edutainment Market by Gaming Type
10.1.6.3.2 Mexico Edutainment Market by Facility Size
10.1.6.3.3 Mexico Edutainment Market by Source of Revenue
10.2. EUROPE
10.2.1 Europe Edutainment Market Overview
10.2.2 Europe Edutainment Market Forecasts and Analysis
10.2.3 Europe Edutainment Market Forecasts and Analysis - By Gaming Type
10.2.4 Europe Edutainment Market Forecasts and Analysis - By Facility Size
10.2.5 Europe Edutainment Market Forecasts and Analysis - By Source of Revenue
10.2.6 Europe Edutainment Market Forecasts and Analysis - By Countries
10.2.6.1 Germany Edutainment Market
10.2.6.1.1 Germany Edutainment Market by Gaming Type
10.2.6.1.2 Germany Edutainment Market by Facility Size
10.2.6.1.3 Germany Edutainment Market by Source of Revenue
10.2.6.2 France Edutainment Market
10.2.6.2.1 France Edutainment Market by Gaming Type
10.2.6.2.2 France Edutainment Market by Facility Size
10.2.6.2.3 France Edutainment Market by Source of Revenue
10.2.6.3 Italy Edutainment Market
10.2.6.3.1 Italy Edutainment Market by Gaming Type
10.2.6.3.2 Italy Edutainment Market by Facility Size
10.2.6.3.3 Italy Edutainment Market by Source of Revenue
10.2.6.4 United Kingdom Edutainment Market
10.2.6.4.1 United Kingdom Edutainment Market by Gaming Type
10.2.6.4.2 United Kingdom Edutainment Market by Facility Size
10.2.6.4.3 United Kingdom Edutainment Market by Source of Revenue
10.2.6.5 Russia Edutainment Market
10.2.6.5.1 Russia Edutainment Market by Gaming Type
10.2.6.5.2 Russia Edutainment Market by Facility Size
10.2.6.5.3 Russia Edutainment Market by Source of Revenue
10.2.6.6 Rest of Europe Edutainment Market
10.2.6.6.1 Rest of Europe Edutainment Market by Gaming Type
10.2.6.6.2 Rest of Europe Edutainment Market by Facility Size
10.2.6.6.3 Rest of Europe Edutainment Market by Source of Revenue
10.3. ASIA-PACIFIC
10.3.1 Asia-Pacific Edutainment Market Overview
10.3.2 Asia-Pacific Edutainment Market Forecasts and Analysis
10.3.3 Asia-Pacific Edutainment Market Forecasts and Analysis - By Gaming Type
10.3.4 Asia-Pacific Edutainment Market Forecasts and Analysis - By Facility Size
10.3.5 Asia-Pacific Edutainment Market Forecasts and Analysis - By Source of Revenue
10.3.6 Asia-Pacific Edutainment Market Forecasts and Analysis - By Countries
10.3.6.1 Australia Edutainment Market
10.3.6.1.1 Australia Edutainment Market by Gaming Type
10.3.6.1.2 Australia Edutainment Market by Facility Size
10.3.6.1.3 Australia Edutainment Market by Source of Revenue
10.3.6.2 China Edutainment Market
10.3.6.2.1 China Edutainment Market by Gaming Type
10.3.6.2.2 China Edutainment Market by Facility Size
10.3.6.2.3 China Edutainment Market by Source of Revenue
10.3.6.3 India Edutainment Market
10.3.6.3.1 India Edutainment Market by Gaming Type
10.3.6.3.2 India Edutainment Market by Facility Size
10.3.6.3.3 India Edutainment Market by Source of Revenue
10.3.6.4 Japan Edutainment Market
10.3.6.4.1 Japan Edutainment Market by Gaming Type
10.3.6.4.2 Japan Edutainment Market by Facility Size
10.3.6.4.3 Japan Edutainment Market by Source of Revenue
10.3.6.5 South Korea Edutainment Market
10.3.6.5.1 South Korea Edutainment Market by Gaming Type
10.3.6.5.2 South Korea Edutainment Market by Facility Size
10.3.6.5.3 South Korea Edutainment Market by Source of Revenue
10.3.6.6 Rest of Asia-Pacific Edutainment Market
10.3.6.6.1 Rest of Asia-Pacific Edutainment Market by Gaming Type
10.3.6.6.2 Rest of Asia-Pacific Edutainment Market by Facility Size
10.3.6.6.3 Rest of Asia-Pacific Edutainment Market by Source of Revenue
10.4. MIDDLE EAST AND AFRICA
10.4.1 Middle East and Africa Edutainment Market Overview
10.4.2 Middle East and Africa Edutainment Market Forecasts and Analysis
10.4.3 Middle East and Africa Edutainment Market Forecasts and Analysis - By Gaming Type
10.4.4 Middle East and Africa Edutainment Market Forecasts and Analysis - By Facility Size
10.4.5 Middle East and Africa Edutainment Market Forecasts and Analysis - By Source of Revenue
10.4.6 Middle East and Africa Edutainment Market Forecasts and Analysis - By Countries
10.4.6.1 South Africa Edutainment Market
10.4.6.1.1 South Africa Edutainment Market by Gaming Type
10.4.6.1.2 South Africa Edutainment Market by Facility Size
10.4.6.1.3 South Africa Edutainment Market by Source of Revenue
10.4.6.2 Saudi Arabia Edutainment Market
10.4.6.2.1 Saudi Arabia Edutainment Market by Gaming Type
10.4.6.2.2 Saudi Arabia Edutainment Market by Facility Size
10.4.6.2.3 Saudi Arabia Edutainment Market by Source of Revenue
10.4.6.3 U.A.E Edutainment Market
10.4.6.3.1 U.A.E Edutainment Market by Gaming Type
10.4.6.3.2 U.A.E Edutainment Market by Facility Size
10.4.6.3.3 U.A.E Edutainment Market by Source of Revenue
10.4.6.4 Rest of Middle East and Africa Edutainment Market
10.4.6.4.1 Rest of Middle East and Africa Edutainment Market by Gaming Type
10.4.6.4.2 Rest of Middle East and Africa Edutainment Market by Facility Size
10.4.6.4.3 Rest of Middle East and Africa Edutainment Market by Source of Revenue
10.5. SOUTH AND CENTRAL AMERICA
10.5.1 South and Central America Edutainment Market Overview
10.5.2 South and Central America Edutainment Market Forecasts and Analysis
10.5.3 South and Central America Edutainment Market Forecasts and Analysis - By Gaming Type
10.5.4 South and Central America Edutainment Market Forecasts and Analysis - By Facility Size
10.5.5 South and Central America Edutainment Market Forecasts and Analysis - By Source of Revenue
10.5.6 South and Central America Edutainment Market Forecasts and Analysis - By Countries
10.5.6.1 Brazil Edutainment Market
10.5.6.1.1 Brazil Edutainment Market by Gaming Type
10.5.6.1.2 Brazil Edutainment Market by Facility Size
10.5.6.1.3 Brazil Edutainment Market by Source of Revenue
10.5.6.2 Argentina Edutainment Market
10.5.6.2.1 Argentina Edutainment Market by Gaming Type
10.5.6.2.2 Argentina Edutainment Market by Facility Size
10.5.6.2.3 Argentina Edutainment Market by Source of Revenue
10.5.6.3 Rest of South and Central America Edutainment Market
10.5.6.3.1 Rest of South and Central America Edutainment Market by Gaming Type
10.5.6.3.2 Rest of South and Central America Edutainment Market by Facility Size
10.5.6.3.3 Rest of South and Central America Edutainment Market by Source of Revenue

11. INDUSTRY LANDSCAPE
11.1. MERGERS AND ACQUISITIONS
11.2. AGREEMENTS, COLLABORATIONS AND JOIN VENTURES
11.3. NEW PRODUCT LAUNCHES
11.4. EXPANSIONS AND OTHER STRATEGIC DEVELOPMENTS

12. EDUTAINMENT MARKET, KEY COMPANY PROFILES
12.1. DEVAR
12.1.1. Key Facts
12.1.2. Business Description
12.1.3. Products and Services
12.1.4. Financial Overview
12.1.5. SWOT Analysis
12.1.6. Key Developments
12.2. EON REALITY, INC.
12.2.1. Key Facts
12.2.2. Business Description
12.2.3. Products and Services
12.2.4. Financial Overview
12.2.5. SWOT Analysis
12.2.6. Key Developments
12.3. JAM ORIGIN APS
12.3.1. Key Facts
12.3.2. Business Description
12.3.3. Products and Services
12.3.4. Financial Overview
12.3.5. SWOT Analysis
12.3.6. Key Developments
12.4. KIDZ HOLDING S.A.L
12.4.1. Key Facts
12.4.2. Business Description
12.4.3. Products and Services
12.4.4. Financial Overview
12.4.5. SWOT Analysis
12.4.6. Key Developments
12.5. LEGOLAND DISCOVERY CENTER
12.5.1. Key Facts
12.5.2. Business Description
12.5.3. Products and Services
12.5.4. Financial Overview
12.5.5. SWOT Analysis
12.5.6. Key Developments
12.6. LITTLE EXPLORERS
12.6.1. Key Facts
12.6.2. Business Description
12.6.3. Products and Services
12.6.4. Financial Overview
12.6.5. SWOT Analysis
12.6.6. Key Developments
12.7. MATTEL PLAY! TOWN
12.7.1. Key Facts
12.7.2. Business Description
12.7.3. Products and Services
12.7.4. Financial Overview
12.7.5. SWOT Analysis
12.7.6. Key Developments
12.8. PLABO
12.8.1. Key Facts
12.8.2. Business Description
12.8.3. Products and Services
12.8.4. Financial Overview
12.8.5. SWOT Analysis
12.8.6. Key Developments
12.9. PORORO PARKS
12.9.1. Key Facts
12.9.2. Business Description
12.9.3. Products and Services
12.9.4. Financial Overview
12.9.5. SWOT Analysis
12.9.6. Key Developments
12.10. TOTTER'S OTTERVILLE
12.10.1. Key Facts
12.10.2. Business Description
12.10.3. Products and Services
12.10.4. Financial Overview
12.10.5. SWOT Analysis
12.10.6. Key Developments

13. APPENDIX
13.1. ABOUT THE INSIGHT PARTNERS
13.2. GLOSSARY OF TERMS
The List of Companies

1.DEVAR
2.EON Reality, Inc.
3.Jam Origin ApS
4.Kidz Holding S.A.L
5.Legoland Discovery Center
6.Little Explorers
7.Mattel Play! Town
8.Plabo
9.Pororo Parks
10.Totter's Otterville