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 |
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。
"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?