全球教育娛樂市場:增長、未來展望、競爭分析 (2022-2030)
市場調查報告書
商品編碼
1165314

全球教育娛樂市場:增長、未來展望、競爭分析 (2022-2030)

Edutainment Market - Growth, Future Prospects and Competitive Analysis, 2022 - 2030

出版日期: | 出版商: Acute Market Reports | 英文 120 Pages | 商品交期: 最快1-2個工作天內

價格

2018 年全球寓教於樂市場規模將達到 23 億美元,預計在預測期內(2019 年至 2027 年)將以 17% 的複合年增長率增長。 市場增長的主要驅動力是過去十年技術領域的快速進步。 科技公司正在與教育機構合作,整合 AR/VR 等先進技術,以提供基於參與的學習。 此外,跨教育機構的開創性互動和智能教室正在推動寓教於樂市場的需求。 此外,加大對教育科技的投入也在加速市場滲透。 此外,雲計算技術在教育領域的採用為市場增長開闢了新途徑。 另一方面,新興和欠發達國家的低採用率、數據安全和保障問題以及寓教於樂市場模式的複雜性阻礙了市場增長。

互動遊戲細分市場已成為 2018 年的市場主導細分市場,佔收入的大部分份額。 智能手機和平板電腦的出現催生了基於參與的學習模式。 通過移動應用程序,學生現在可以在他們的智能手機上一鍵訪問高度互動的、基於多媒體的教育內容。 這推動了互動遊戲市場的需求。 另一方面,由於教育領域越來越多地採用先進技術,探索遊戲預計在預測期內將顯著增長。

按收入計算,北美在 2018 年的市場份額超過 40%。 增加對該地區教育技術的投資是支持市場增長的關鍵因素。 北美是創業中心,為創業成長提供了有利的環境。 此外,該地區智能手機和平板電腦終端的普及正在推動市場的增長。 此外,該地區寓教於樂領域的主要參與者的存在也推動了市場增長。

在這份報告中,我們分析了全球寓教於樂市場,包括市場的基本結構、宏觀和微觀環境因素、整體市場規模趨勢展望(2020-2030 年)、細分市場(按遊戲)□設施規模、收入來源、年齡段)以及各地區的詳細趨勢、主要市場驅動和製約因素、主要公司的概況和增長戰略等。

內容

第一章前言

第 2 章執行摘要

第 3 章寓教於樂市場:商業前景和市場動態

  • 介紹
  • 世界寓教於樂市場規模(單位:百萬美元,2020-2030 年)
  • 市場動態
    • 市場驅動因素
    • 市場製約因素
    • 主要問題
    • 主要機會
  • 促進因素和抑制因素的影響分析
  • 蹺蹺板分析
  • 波特的五力分析
  • PESTEL 分析

第 4 章寓教於樂市場:按遊戲分類(單位:百萬美元,2020-2030 年)

  • 市場概覽
  • 增長和收益分析 (2021/2030)
  • 市場細分
    • 互動
    • 非交互式
    • 搜索類型
    • 混合型

第 5 章寓教於樂市場:按設施規模分類(單位:百萬美元,2020-2030 年)

  • 市場概覽
  • 增長和收益分析 (2021/2030)
  • 市場細分
    • 5,001 到 10,000 平方英尺
    • 10,001 到 20,000 平方英尺
    • 20,001 到 40,000 平方英尺
    • 超過 40,000 平方英尺

第 6 章寓教於樂市場:按收入來源分類(單位:百萬美元,2020-2030 年)

  • 市場概覽
  • 增長和收益分析 (2021/2030)
  • 市場細分
    • 入場費/門票
    • 食品和飲料
    • 營銷
    • 廣告
    • 其他

第 7 章寓教於樂市場:按年齡段劃分(單位:百萬美元,2020-2030 年)

  • 市場概覽
  • 增長和收益分析 (2021/2030)
  • 市場細分
    • 0-12歲
    • 13-18 歲
    • 19-25 歲
    • 25 歲以上

第八章北美寓教於樂市場(單位:百萬美元,2020-2030)

  • 市場概覽
  • 寓教於樂市場:按遊戲分類(單位:百萬美元,2020-2030 年)
  • 寓教於樂市場:按設施規模分類(單位:百萬美元,2020-2030 年)
  • 寓教於樂市場:按收入來源分類(單位:百萬美元,2020-2030 年)
  • 寓教於樂市場:按年齡段分類(單位:百萬美元,2020-2030 年)
  • 按地區劃分的教育娛樂市場(單位:百萬美元,2020-2030 年)
    • 北美

第9章英國和歐盟國家的寓教於樂市場(單位:百萬美元,2020-2030)

第十章亞太寓教於樂市場(單位:百萬美元,2020-2030)

第11章拉丁美洲寓教於樂市場(單位:百萬美元,2020-2030)

第十二章中東和非洲教育娛樂市場(單位:百萬美元,2020-2030)

第13章公司簡介

  • ConveGenius
  • CurioCity
  • Grey Sim
  • Kidz Holding S.A.L.
  • Kidzania
  • Kindercity
  • Legoland Discovery Center
  • Little Explorers
  • Mattle Play Town
  • Plabo
  • Pororo Parks
  • Totter's Otterville
Product Code: 138868-08-22

"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?

Table of Contents

1. Preface

  • 1.1. Report Description
    • 1.1.1. Purpose of the Report
    • 1.1.2. Target Audience
    • 1.1.3. Key Offerings
  • 1.2. Market Segmentation
  • 1.3. Research Methodology
    • 1.3.1. Phase I - Secondary Research
    • 1.3.2. Phase II - Primary Research
    • 1.3.3. Phase III - Expert Panel Review
    • 1.3.4. Assumptions
    • 1.3.5. Approach Adopted

2. Executive Summary

  • 2.1. Market Snapshot: Global Edutainment Market
  • 2.2. Global Edutainment Market, By Game, 2021 (US$ Million)
  • 2.3. Global Edutainment Market, By Facility Size, 2021 (US$ Million)
  • 2.4. Global Edutainment Market, By Revenue Source, 2021 (US$ Million)
  • 2.5. Global Edutainment Market, By Age Group, 2021 (US$ Million)
  • 2.6. Global Edutainment Market, By Geography, 2021 (US$ Million)
  • 2.7. Impact of Covid 19
  • 2.8. Attractive Investment Proposition by Geography, 2021
  • 2.9. Competitive Analysis
    • 2.9.1. Market Positioning of Key Edutainment Market Vendors
    • 2.9.2. Strategies Adopted by Edutainment Market Vendors
    • 2.9.3. Key Industry Strategies

3. Edutainment Market: Business Outlook & Market Dynamics

  • 3.1. Introduction
  • 3.2. Global Edutainment Market Value, 2020 - 2030, (US$ Million)
  • 3.3. Market Dynamics
    • 3.3.1. Market Drivers
    • 3.3.2. Market Restraints
    • 3.3.3. Key Challenges
    • 3.3.4. Key Opportunities
  • 3.4. Impact Analysis of Drivers and Restraints
  • 3.5. See-Saw Analysis
  • 3.6. Porter's Five Force Model
    • 3.6.1. Supplier Power
    • 3.6.2. Buyer Power
    • 3.6.3. Threat Of Substitutes
    • 3.6.4. Threat Of New Entrants
    • 3.6.5. Competitive Rivalry
  • 3.7. PESTEL Analysis
    • 3.7.1. Political Landscape
    • 3.7.2. Economic Landscape
    • 3.7.3. Technology Landscape
    • 3.7.4. Legal Landscape
    • 3.7.5. Social Landscape

4. Edutainment Market: By Game, 2020-2030, USD (Million)

  • 4.1. Market Overview
  • 4.2. Growth & Revenue Analysis: 2021 Versus 2030
  • 4.3. Market Segmentation
    • 4.3.1. Interactive
    • 4.3.2. Non Interactive
    • 4.3.3. Explorative
    • 4.3.4. Hybrid

5. Edutainment Market: By Facility Size, 2020-2030, USD (Million)

  • 5.1. Market Overview
  • 5.2. Growth & Revenue Analysis: 2021 Versus 2030
  • 5.3. Market Segmentation
    • 5.3.1. 5,001 to 10,000 Sq. Ft.
    • 5.3.2. 10,001 to 20,000 Sq. Ft.
    • 5.3.3. 20,001 to 40,000 Sq. Ft.
    • 5.3.4. >40,000 Sq. Ft.

6. Edutainment Market: By Revenue Source, 2020-2030, USD (Million)

  • 6.1. Market Overview
  • 6.2. Growth & Revenue Analysis: 2021 Versus 2030
  • 6.3. Market Segmentation
    • 6.3.1. Entry Fees & Tickets
    • 6.3.2. Food & Beverage
    • 6.3.3. Merchandising
    • 6.3.4. Advertising
    • 6.3.5. Others

7. Edutainment Market: By Age Group, 2020-2030, USD (Million)

  • 7.1. Market Overview
  • 7.2. Growth & Revenue Analysis: 2021 Versus 2030
  • 7.3. Market Segmentation
    • 7.3.1. 0-12 years
    • 7.3.2. 13-18 years
    • 7.3.3. 19-25 years
    • 7.3.4. Over 25 years

8. North America Edutainment Market, 2020-2030, USD (Million)

  • 8.1. Market Overview
  • 8.2. Edutainment Market: By Game, 2020-2030, USD (Million)
  • 8.3. Edutainment Market: By Facility Size, 2020-2030, USD (Million)
  • 8.4. Edutainment Market: By Revenue Source, 2020-2030, USD (Million)
  • 8.5. Edutainment Market: By Age Group, 2020-2030, USD (Million)
  • 8.6.Edutainment Market: By Region, 2020-2030, USD (Million)
    • 8.6.1.North America
      • 8.6.1.1. U.S.
      • 8.6.1.2. Canada
      • 8.6.1.3. Rest of North America

9. UK and European Union Edutainment Market, 2020-2030, USD (Million)

  • 9.1. Market Overview
  • 9.2. Edutainment Market: By Game, 2020-2030, USD (Million)
  • 9.3. Edutainment Market: By Facility Size, 2020-2030, USD (Million)
  • 9.4. Edutainment Market: By Revenue Source, 2020-2030, USD (Million)
  • 9.5. Edutainment Market: By Age Group, 2020-2030, USD (Million)
  • 9.6.Edutainment Market: By Region, 2020-2030, USD (Million)
    • 9.6.1.UK and European Union
      • 9.6.1.1. UK
      • 9.6.1.2. Germany
      • 9.6.1.3. Spain
      • 9.6.1.4. Italy
      • 9.6.1.5. France
      • 9.6.1.6. Rest of Europe

10. Asia Pacific Edutainment Market, 2020-2030, USD (Million)

  • 10.1. Market Overview
  • 10.2. Edutainment Market: By Game, 2020-2030, USD (Million)
  • 10.3. Edutainment Market: By Facility Size, 2020-2030, USD (Million)
  • 10.4. Edutainment Market: By Revenue Source, 2020-2030, USD (Million)
  • 10.5. Edutainment Market: By Age Group, 2020-2030, USD (Million)
  • 10.6.Edutainment Market: By Region, 2020-2030, USD (Million)
    • 10.6.1.Asia Pacific
      • 10.6.1.1. China
      • 10.6.1.2. Japan
      • 10.6.1.3. India
      • 10.6.1.4. Australia
      • 10.6.1.5. South Korea
      • 10.6.1.6. Rest of Asia Pacific

11. Latin America Edutainment Market, 2020-2030, USD (Million)

  • 11.1. Market Overview
  • 11.2. Edutainment Market: By Game, 2020-2030, USD (Million)
  • 11.3. Edutainment Market: By Facility Size, 2020-2030, USD (Million)
  • 11.4. Edutainment Market: By Revenue Source, 2020-2030, USD (Million)
  • 11.5. Edutainment Market: By Age Group, 2020-2030, USD (Million)
  • 11.6.Edutainment Market: By Region, 2020-2030, USD (Million)
    • 11.6.1.Latin America
      • 11.6.1.1. Brazil
      • 11.6.1.2. Mexico
      • 11.6.1.3. Rest of Latin America

12. Middle East and Africa Edutainment Market, 2020-2030, USD (Million)

  • 12.1. Market Overview
  • 12.2. Edutainment Market: By Game, 2020-2030, USD (Million)
  • 12.3. Edutainment Market: By Facility Size, 2020-2030, USD (Million)
  • 12.4. Edutainment Market: By Revenue Source, 2020-2030, USD (Million)
  • 12.5. Edutainment Market: By Age Group, 2020-2030, USD (Million)
  • 12.6.Edutainment Market: By Region, 2020-2030, USD (Million)
    • 12.6.1.Middle East and Africa
      • 12.6.1.1. GCC
      • 12.6.1.2. Africa
      • 12.6.1.3. Rest of Middle East and Africa

13. Company Profile

  • 13.1. ConveGenius
    • 13.1.1. Company Overview
    • 13.1.2. Financial Performance
    • 13.1.3. Product Portfolio
    • 13.1.4. Strategic Initiatives
  • 13.2. CurioCity
    • 13.2.1. Company Overview
    • 13.2.2. Financial Performance
    • 13.2.3. Product Portfolio
    • 13.2.4. Strategic Initiatives
  • 13.3. Grey Sim
    • 13.3.1. Company Overview
    • 13.3.2. Financial Performance
    • 13.3.3. Product Portfolio
    • 13.3.4. Strategic Initiatives
  • 13.4. Kidz Holding S.A.L.
    • 13.4.1. Company Overview
    • 13.4.2. Financial Performance
    • 13.4.3. Product Portfolio
    • 13.4.4. Strategic Initiatives
  • 13.5. Kidzania
    • 13.5.1. Company Overview
    • 13.5.2. Financial Performance
    • 13.5.3. Product Portfolio
    • 13.5.4. Strategic Initiatives
  • 13.6. Kindercity
    • 13.6.1. Company Overview
    • 13.6.2. Financial Performance
    • 13.6.3. Product Portfolio
    • 13.6.4. Strategic Initiatives
  • 13.7. Legoland Discovery Center
    • 13.7.1. Company Overview
    • 13.7.2. Financial Performance
    • 13.7.3. Product Portfolio
    • 13.7.4. Strategic Initiatives
  • 13.8. Little Explorers
    • 13.8.1. Company Overview
    • 13.8.2. Financial Performance
    • 13.8.3. Product Portfolio
    • 13.8.4. Strategic Initiatives
  • 13.9. Mattle Play Town
    • 13.9.1. Company Overview
    • 13.9.2. Financial Performance
    • 13.9.3. Product Portfolio
    • 13.9.4. Strategic Initiatives
  • 13.10. Plabo
    • 13.10.1. Company Overview
    • 13.10.2. Financial Performance
    • 13.10.3. Product Portfolio
    • 13.10.4. Strategic Initiatives
  • 13.11. Pororo Parks
    • 13.11.1. Company Overview
    • 13.11.2. Financial Performance
    • 13.11.3. Product Portfolio
    • 13.11.4. Strategic Initiatives
  • 13.12. Totter's Otterville
    • 13.12.1. Company Overview
    • 13.12.2. Financial Performance
    • 13.12.3. Product Portfolio
    • 13.12.4. Strategic Initiatives

List of Tables

  • TABLE 1 Global Edutainment Market By Game, 2020-2030, USD (Million)
  • TABLE 2 Global Edutainment Market By Facility Size, 2020-2030, USD (Million)
  • TABLE 3 Global Edutainment Market By Revenue Source, 2020-2030, USD (Million)
  • TABLE 4 Global Edutainment Market By Age Group, 2020-2030, USD (Million)
  • TABLE 5 North America Edutainment Market By Game, 2020-2030, USD (Million)
  • TABLE 6 North America Edutainment Market By Facility Size, 2020-2030, USD (Million)
  • TABLE 7 North America Edutainment Market By Revenue Source, 2020-2030, USD (Million)
  • TABLE 8 North America Edutainment Market By Age Group, 2020-2030, USD (Million)
  • TABLE 9 UK and European Union Edutainment Market By Game, 2020-2030, USD (Million)
  • TABLE 10 UK and European Union Edutainment Market By Facility Size, 2020-2030, USD (Million)
  • TABLE 11 UK and European Union Edutainment Market By Revenue Source, 2020-2030, USD (Million)
  • TABLE 12 UK and European Union Edutainment Market By Age Group, 2020-2030, USD (Million)
  • TABLE 13 Asia Pacific Edutainment Market By Game, 2020-2030, USD (Million)
  • TABLE 14 Asia Pacific Edutainment Market By Facility Size, 2020-2030, USD (Million)
  • TABLE 15 Asia Pacific Edutainment Market By Revenue Source, 2020-2030, USD (Million)
  • TABLE 16 Asia Pacific Edutainment Market By Age Group, 2020-2030, USD (Million)
  • TABLE 17 Latin America Edutainment Market By Game, 2020-2030, USD (Million)
  • TABLE 18 Latin America Edutainment Market By Facility Size, 2020-2030, USD (Million)
  • TABLE 19 Latin America Edutainment Market By Revenue Source, 2020-2030, USD (Million)
  • TABLE 20 Latin America Edutainment Market By Age Group, 2020-2030, USD (Million)
  • TABLE 21 Middle East and Africa Edutainment Market By Game, 2020-2030, USD (Million)
  • TABLE 22 Middle East and Africa Edutainment Market By Facility Size, 2020-2030, USD (Million)
  • TABLE 23 Middle East and Africa Edutainment Market By Revenue Source, 2020-2030, USD (Million)
  • TABLE 24 Middle East and Africa Edutainment Market By Age Group, 2020-2030, USD (Million)

List of Figures

  • FIG. 1 Global Edutainment Market: Market Coverage
  • FIG. 2 Research Methodology and Data Sources
  • FIG. 3 Market Size Estimation - Top Down & Bottom-Up Approach
  • FIG. 4 Global Edutainment Market: Quality Assurance
  • FIG. 5 Global Edutainment Market, By Game, 2021
  • FIG. 6 Global Edutainment Market, By Facility Size, 2021
  • FIG. 7 Global Edutainment Market, By Revenue Source, 2021
  • FIG. 8 Global Edutainment Market, By Age Group, 2021
  • FIG. 9 Global Edutainment Market, By Geography, 2021
  • FIG. 10 Global Edutainment Market, By Game, 2021 Vs 2030, %
  • FIG. 11 Global Edutainment Market, By Facility Size, 2021 Vs 2030, %
  • FIG. 12 Global Edutainment Market, By Revenue Source, 2021 Vs 2030, %
  • FIG. 13 Global Edutainment Market, By Age Group, 2021 Vs 2030, %
  • FIG. 14 U.S. Edutainment Market (US$ Million), 2020 - 2030
  • FIG. 15 Canada Edutainment Market (US$ Million), 2020 - 2030
  • FIG. 16 Rest of North America Edutainment Market (US$ Million), 2020 - 2030
  • FIG. 17 UK Edutainment Market (US$ Million), 2020 - 2030
  • FIG. 18 Germany Edutainment Market (US$ Million), 2020 - 2030
  • FIG. 19 Spain Edutainment Market (US$ Million), 2020 - 2030
  • FIG. 20 Italy Edutainment Market (US$ Million), 2020 - 2030
  • FIG. 21 France Edutainment Market (US$ Million), 2020 - 2030
  • FIG. 22 Rest of Europe Edutainment Market (US$ Million), 2020 - 2030
  • FIG. 23 China Edutainment Market (US$ Million), 2020 - 2030
  • FIG. 24 Japan Edutainment Market (US$ Million), 2020 - 2030
  • FIG. 25 India Edutainment Market (US$ Million), 2020 - 2030
  • FIG. 26 Australia Edutainment Market (US$ Million), 2020 - 2030
  • FIG. 27 South Korea Edutainment Market (US$ Million), 2020 - 2030
  • FIG. 28 Rest of Asia Edutainment Market (US$ Million), 2020 - 2030
  • FIG. 29 Brazil Edutainment Market (US$ Million), 2020 - 2030
  • FIG. 30 Mexico Edutainment Market (US$ Million), 2020 - 2030
  • FIG. 31 Rest of Latin America Edutainment Market (US$ Million), 2020 - 2030
  • FIG. 32 GCC Edutainment Market (US$ Million), 2020 - 2030
  • FIG. 33 Africa Edutainment Market (US$ Million), 2020 - 2030
  • FIG. 34 Rest of Middle East and Africa Edutainment Market (US$ Million), 2020 - 2030