封面
市場調查報告書
商品編碼
1436226

2024 年教育娛樂全球市場報告

Edutainment Global Market Report 2024

出版日期: 按訂單生產 | 出版商: The Business Research Company | 英文 200 Pages | 商品交期: 2-10個工作天內

價格
簡介目錄

預計未來幾年教育娛樂市場規模將快速成長。預計到 2028 年將以 16.3% 的複合年成長率 (CAGR) 成長至 134.2 億美元。預測期內的預期成長可歸因於可及性和整體性、家長參與學習、政府對教育娛樂的支持、持續學習文化以及社會學習功能的納入。預測期內的主要趨勢包括虛擬和擴增實境實境教育娛樂、教育遊戲化、教育應用程式和平台、學習中的人工智慧 (AI) 以及與內容創作者的協作。

全球教育娛樂應用的快速成長預計將在預測期內推動教育娛樂市場的成長。娛樂與教育的融合為孩子創造了一個互動的學習環境,並將智力刺激的概念融入學習過程中,帶來了巨大的好處。教育娛樂激發孩子們天生的好奇心,讓他們扮演自己喜歡的角色並探索夢想的地點,培養「快樂能量」感並增強自信心。根據美國技術趨勢出版商 Jing's Culture &Commerce 的 2021 年報告,即使在 COVID-19 爆發之前,美國各地的博物館每年都會投資 20 億美元用於以教育為重點的活動。我做到了。這些機構每年花費1800萬小時進行針對性教育,涵蓋導遊、員工參觀、學校支援、教師專業發展方面。全球教育娛樂的普及預計將推動市場的成長。

在可預見的未來,不斷擴大的教育產業將成為推動教育娛樂市場成長的主要動力。教育部門包括致力於提供正規教學、促進學習和發展個人技能的整個系統和基礎設施。教育娛樂將教育與娛樂融為一體,透過提高參與度、互動性和效率,正在重塑教育格局。教育娛樂平台可以靈活地適應個人的學習節奏和風格,以適應不同類型的學習者。例如,悉尼科技大學2023年7月發布的一份報告強調,中等教育將在2022年創下美國最高的學業完成水平,28%的人口實現這一里程碑。在英國,2022年,73.2%的中學適齡居民取得了GCSE通過率。 2021年,澳洲公立和私立學校的學生總數將超過395萬人,澳洲為教育產業的成長做出了巨大貢獻,並推動了教育娛樂市場的擴張。

目錄

第1章執行摘要

第2章 市場特點

第3章 市場趨勢與策略

第4章宏觀經濟情景

  • 高通膨對市場的影響
  • 烏克蘭與俄羅斯戰爭對市場的影響
  • COVID-19 對市場的影響

第5章世界市場規模與成長

  • 全球市場促進因素與限制因素
    • 市場促進因素
    • 市場限制因素
  • 2018-2023 年全球市場規模表現與成長
  • 全球市場規模預測與成長,2023-2028、2033

第6章市場區隔

  • 全球教育娛樂市場,依產品類型細分、實際與預測,2018-2023、2023-2028、2033
  • 互動式的
  • 非互動式
  • 混合
  • 探索性的
  • 全球教育娛樂市場,依設施規模細分、實際及預測,2018-2023、2023-2028、2033
  • 5,001 至 10,000 平方英尺
  • 10,001 至 20,000 平方英尺
  • 20,001 至 40,000 平方英尺
  • 超過 40,000 平方英尺
  • 全球教育娛樂市場,依最終用戶細分,實際與預測,2018-2023、2023-2028、2033
  • 孩子
  • 青少年
  • 青壯年
  • 成人

第 7 章 區域與國家分析

  • 全球教育娛樂市場,依地區、實際及預測,2018-2023、2023-2028、2033
  • 全球教育娛樂市場,依國家、實際及預測,2018-2023、2023-2028、2033

第8章亞太市場

第9章 中國市場

第10章 印度市場

第11章 日本市場

第12章 澳洲市場

第13章 印尼市場

第14章 韓國市場

第15章 西歐市場

第16章英國市場

第17章 德國市場

第18章 法國市場

第19章 義大利市場

第20章 西班牙市場

第21章 東歐市場

第22章 俄羅斯市場

第23章 北美市場

第24章美國市場

第25章加拿大市場

第26章 南美洲市場

第27章 巴西市場

第28章 中東市場

第29章 非洲市場

第30章 競爭格局及公司概況

  • 教育娛樂市場競爭格局
  • 教育娛樂市場的公司概況
    • Reliance Jio Infocomm Limited
    • Majid Al Futtaim Group
    • Mattel Play Town
    • Merlin Entertainments
    • Pororo Park

第31章 其他大型創新公司

  • Kidzania
  • CoComelon
  • Plabo
  • Brightcove Inc.
  • Meraas
  • Kaltura Inc.
  • Tata Sons Private Limited
  • Kramer Electronics and LEGOLAND Discovery Center
  • EON Reality Inc.
  • Gardaland
  • TRIOTECH
  • LEGOLAND Discovery Center
  • ConveGenius
  • Lamsa
  • SoapBox Labs

第32章競爭基準化分析

第 33 章. 競爭對手儀表板

第34章 重大併購

第35章 未來前景與可能性分析

第36章附錄

簡介目錄
Product Code: r15552

Edutainment combines education and entertainment, often found in places such as zoos, aquariums, science centers, botanical gardens, and children's museums. These edutainment centers offer educational features along with entertainment or amusement, making them popular choices for field trips.

In the realm of edutainment, products can be categorized into interactive, non-interactive, hybrid, and explorative types. Interactive edutainment involves games or leisure activities where the user's actions have a direct impact on the experience. On the other hand, non-interactive edutainment encompasses activities such as reading books or watching movies for leisure.

The edutainment market research report is one of a series of new reports from The Business Research Company that provides edutainment market statistics, including edutainment industry global market size, regional shares, competitors with a edutainment market share, detailed edutainment market segments, market trends and opportunities, and any further data you may need to thrive in the edutainment industry. This edutainment market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

The edutainment market size has grown rapidly in recent years. It will grow from $6.31 billion in 2023 to $7.32 billion in 2024 at a compound annual growth rate (CAGR) of 16.1%. The growth observed in the historical period can be attributed to a shift in the learning paradigm, the globalization of education, educational TV programs and channels, an emphasis on cognitive development, and the influence of early childhood education.

The edutainment market size is expected to see rapid growth in the next few years. It will grow to $13.42 billion in 2028 at a compound annual growth rate (CAGR) of 16.3%. The anticipated growth in the forecast period can be attributed to accessibility and inclusivity, parental involvement in learning, government support for edutainment, a continuous learning culture, and the inclusion of social learning features. Major trends in the forecast period include virtual and augmented reality edutainment, gamification in education, educational apps and platforms, artificial intelligence (AI) in learning, and collaborations with content creators.

The global surge in the adoption of edutainment is anticipated to fuel the growth of the edutainment market in the forecast period. The fusion of entertainment and education creates an interactive learning environment for children, offering a significant advantage by integrating intellectually stimulating concepts into the learning process. Edutainment taps into children's natural curiosity, allowing them to embody their favorite characters or explore dream locations, fostering a sense of "happy energy" and boosting confidence. According to a 2021 report by Jing's Culture & Commerce, a U.S.-based technology trends publisher, even before the onset of COVID-19, museums worldwide invested $2 billion annually in education-focused activities. These institutions dedicated over 18 million hours to targeted education each year, covering aspects such as guided tours, staff visits, school outreach, and professional development for teachers. The increasing global embrace of edutainment is poised to be a driving force behind the market's growth.

The expanding education sector is poised to be a key driver in propelling the growth of the edutainment market in the foreseeable future. The education sector encompasses the entire system and infrastructure dedicated to providing formal instruction, fostering learning, and individual development. Edutainment, a fusion of education and entertainment, is reshaping the education landscape by introducing engagement, interactivity, and enhanced effectiveness. Edutainment platforms have the flexibility to adapt to individual learning paces and styles, catering to a diverse range of learners. For example, a report from the University of Technology Sydney, published in July 2023, highlighted that secondary education marked the highest level of school completion in the United States in 2022, with 28% of the population achieving this milestone. In the UK, 73.2% of secondary school-age residents attained a GCSE pass rate in 2022. With a total enrollment exceeding 3.95 million students in public and private schools as of 2021, Australia contributes significantly to the growing education sector, thereby fueling the expansion of the edutainment market.

Virtual Reality (VR) stands out as the cutting-edge technology in the edutainment market, offering students an immersive and memorable experience by creating a 360-degree digital learning environment that feels remarkably real. This computer-generated 3D setting envelops users and responds to their actions, typically through immersive head-mounted displays. A prime example is the 3D virtual simulation tool introduced by Virtual Medical Coaching Ltd. in March 2021, specifically tailored for radiography students. This technology guides students through a comprehensive learning process, covering anatomy, radiographic positioning, and pathology. Feedback from students underscores the effectiveness of 3D virtual radiography simulation as a valuable pedagogical tool in radiography education.

Leading companies in the edutainment market are adopting a strategic partnership approach to introduce STEM IoT sensor kits to educational institutions. This collaborative strategy involves leveraging the strengths and resources of major players for mutual benefits and success. For example, in January 2022, RAKwireless Technology Limited, a China-based IoT solution provider, joined forces with One Planet Education Network (OPEN), a Switzerland-based social enterprise. The objective of this partnership is to bridge the IoT education gap by providing OPEN-RAK DIY STEM Lab Sensor Wisblock kits to students globally. The aim is to address the digital divide by offering easily accessible kits, empowering students to learn practical IoT applications and apply them in their local communities for sustainable development initiatives. Early applications include student-created sensors for projects such as sustainable farming, climate change monitoring, and air quality assessments. The overarching goal of the program is to establish a global network for IoT sensor education and data analytics. This network fosters collaborative learning among students worldwide, enabling them to gain hands-on experience in constructing IoT devices, sharing data internationally, and developing skills to positively impact their communities using RAK technology, supported by OPEN's education and research initiatives.

In June 2021, Meraas, a privately held holding company based in Dubai, made an undisclosed acquisition of the theme parks firm DXB Entertainments. This strategic move is part of a larger plan to privatize the theme parks operator, which has been experiencing financial losses. DXB Entertainments, situated in Dubai, specializes in the development of leisure and entertainment.

Major companies operating in the edutainment market report are Reliance Jio Infocomm Limited, Majid Al Futtaim Group, Mattel Play Town, Merlin Entertainments, Pororo Park, Kidzania, CoComelon, Plabo, Brightcove Inc., Meraas, Kaltura Inc., Tata Sons Private Limited, Kramer Electronics and LEGOLAND Discovery Center, EON Reality Inc., Gardaland, TRIOTECH, LEGOLAND Discovery Center, ConveGenius, Lamsa, SoapBox Labs, Kidz Holding S.A.L, CurioCity, Little Explorers, Vinci Interactive Inc., Kukua, Jellyvision Lab Inc., Kindercity, Emme, UAB Educatus, KneoMedia, Totter's Otterville, Grey Sim

North America was the largest region in the edutainment market in 2023. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the edutainment market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

The countries covered in the edutainment market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The edutainment market includes revenues earned by entities by providing services such as fictional books with educational themes, music and songs, fictional radio. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Edutainment Global Market Report 2024 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on edutainment market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

Reasons to Purchase

  • Gain a truly global perspective with the most comprehensive report available on this market covering 50+ geographies.
  • Understand how the market has been affected by the coronavirus and how it is responding as the impact of the virus abates.
  • Assess the Russia - Ukraine war's impact on agriculture, energy and mineral commodity supply and its direct and indirect impact on the market.
  • Measure the impact of high global inflation on market growth.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on the latest market shares.
  • Benchmark performance against key competitors.
  • Suitable for supporting your internal and external presentations with reliable high quality data and analysis
  • Report will be updated with the latest data and delivered to you within 3-5 working days of order along with an Excel data sheet for easy data extraction and analysis.
  • All data from the report will also be delivered in an excel dashboard format.

Where is the largest and fastest growing market for edutainment ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The edutainment market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The impact of sanctions, supply chain disruptions, and altered demand for goods and services due to the Russian Ukraine war, impacting various macro-economic factors and parameters in the Eastern European region and its subsequent effect on global markets.

The impact of higher inflation in many countries and the resulting spike in interest rates.

The continued but declining impact of covid 19 on supply chains and consumption patterns.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

Markets Covered:

  • 1) By Product Type: Interactive; Non interactive; Hybrid; Explorative
  • 2) By 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.
  • 3) By End User: Children; Teenagers; Young Adult; Adult
  • Companies Mentioned: Reliance Jio Infocomm Limited; Majid Al Futtaim Group; Mattel Play Town; Merlin Entertainments; Pororo Park
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Edutainment Market Characteristics

3. Edutainment Market Trends And Strategies

4. Edutainment Market - Macro Economic Scenario

  • 4.1. Impact Of High Inflation On The Market
  • 4.2. Ukraine-Russia War Impact On The Market
  • 4.3. COVID-19 Impact On The Market

5. Global Edutainment Market Size and Growth

  • 5.1. Global Edutainment Market Drivers and Restraints
    • 5.1.1. Drivers Of The Market
    • 5.1.2. Restraints Of The Market
  • 5.2. Global Edutainment Historic Market Size and Growth, 2018 - 2023, Value ($ Billion)
  • 5.3. Global Edutainment Forecast Market Size and Growth, 2023 - 2028, 2033F, Value ($ Billion)

6. Edutainment Market Segmentation

  • 6.1. Global Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Interactive
  • Non interactive
  • Hybrid
  • Explorative
  • 6.2. Global Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 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.
  • 6.3. Global Edutainment Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Children
  • Teenagers
  • Young Adult
  • Adult

7. Edutainment Market Regional And Country Analysis

  • 7.1. Global Edutainment Market, Split By Region, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 7.2. Global Edutainment Market, Split By Country, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

8. Asia-Pacific Edutainment Market

  • 8.1. Asia-Pacific Edutainment Market Overview
  • Region Information, Impact Of COVID-19, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 8.3. Asia-Pacific Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 8.4. Asia-Pacific Edutainment Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

9. China Edutainment Market

  • 9.1. China Edutainment Market Overview
  • 9.2. China Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
  • 9.3. China Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
  • 9.4. China Edutainment Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion

10. India Edutainment Market

  • 10.1. India Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 10.2. India Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 10.3. India Edutainment Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

11. Japan Edutainment Market

  • 11.1. Japan Edutainment Market Overview
  • 11.2. Japan Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 11.3. Japan Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 11.4. Japan Edutainment Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

12. Australia Edutainment Market

  • 12.1. Australia Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 12.2. Australia Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 12.3. Australia Edutainment Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

13. Indonesia Edutainment Market

  • 13.1. Indonesia Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 13.2. Indonesia Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 13.3. Indonesia Edutainment Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

14. South Korea Edutainment Market

  • 14.1. South Korea Edutainment Market Overview
  • 14.2. South Korea Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 14.3. South Korea Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 14.4. South Korea Edutainment Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

15. Western Europe Edutainment Market

  • 15.1. Western Europe Edutainment Market Overview
  • 15.2. Western Europe Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 15.3. Western Europe Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 15.4. Western Europe Edutainment Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

16. UK Edutainment Market

  • 16.1. UK Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 16.2. UK Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 16.3. UK Edutainment Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

17. Germany Edutainment Market

  • 17.1. Germany Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 17.2. Germany Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 17.3. Germany Edutainment Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

18. France Edutainment Market

  • 18.1. France Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 18.2. France Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 18.3. France Edutainment Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

19. Italy Edutainment Market

  • 19.1. Italy Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 19.2. Italy Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 19.3. Italy Edutainment Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

20. Spain Edutainment Market

  • 20.1. Spain Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 20.2. Spain Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 20.3. Spain Edutainment Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

21. Eastern Europe Edutainment Market

  • 21.1. Eastern Europe Edutainment Market Overview
  • 21.2. Eastern Europe Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 21.3. Eastern Europe Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 21.4. Eastern Europe Edutainment Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

22. Russia Edutainment Market

  • 22.1. Russia Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 22.2. Russia Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 22.3. Russia Edutainment Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

23. North America Edutainment Market

  • 23.1. North America Edutainment Market Overview
  • 23.2. North America Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 23.3. North America Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 23.4. North America Edutainment Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

24. USA Edutainment Market

  • 24.1. USA Edutainment Market Overview
  • 24.2. USA Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 24.3. USA Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 24.4. USA Edutainment Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

25. Canada Edutainment Market

  • 25.1. Canada Edutainment Market Overview
  • 25.2. Canada Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 25.3. Canada Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 25.4. Canada Edutainment Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

26. South America Edutainment Market

  • 26.1. South America Edutainment Market Overview
  • 26.2. South America Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 26.3. South America Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 26.4. South America Edutainment Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

27. Brazil Edutainment Market

  • 27.1. Brazil Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 27.2. Brazil Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 27.3. Brazil Edutainment Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

28. Middle East Edutainment Market

  • 28.1. Middle East Edutainment Market Overview
  • 28.2. Middle East Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 28.3. Middle East Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 28.4. Middle East Edutainment Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

29. Africa Edutainment Market

  • 29.1. Africa Edutainment Market Overview
  • 29.2. Africa Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 29.3. Africa Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 29.4. Africa Edutainment Market, Segmentation By End User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

30. Edutainment Market Competitive Landscape And Company Profiles

  • 30.1. Edutainment Market Competitive Landscape
  • 30.2. Edutainment Market Company Profiles
    • 30.2.1. Reliance Jio Infocomm Limited
      • 30.2.1.1. Overview
      • 30.2.1.2. Products and Services
      • 30.2.1.3. Strategy
      • 30.2.1.4. Financial Performance
    • 30.2.2. Majid Al Futtaim Group
      • 30.2.2.1. Overview
      • 30.2.2.2. Products and Services
      • 30.2.2.3. Strategy
      • 30.2.2.4. Financial Performance
    • 30.2.3. Mattel Play Town
      • 30.2.3.1. Overview
      • 30.2.3.2. Products and Services
      • 30.2.3.3. Strategy
      • 30.2.3.4. Financial Performance
    • 30.2.4. Merlin Entertainments
      • 30.2.4.1. Overview
      • 30.2.4.2. Products and Services
      • 30.2.4.3. Strategy
      • 30.2.4.4. Financial Performance
    • 30.2.5. Pororo Park
      • 30.2.5.1. Overview
      • 30.2.5.2. Products and Services
      • 30.2.5.3. Strategy
      • 30.2.5.4. Financial Performance

31. Edutainment Market Other Major And Innovative Companies

  • 31.1. Kidzania
  • 31.2. CoComelon
  • 31.3. Plabo
  • 31.4. Brightcove Inc.
  • 31.5. Meraas
  • 31.6. Kaltura Inc.
  • 31.7. Tata Sons Private Limited
  • 31.8. Kramer Electronics and LEGOLAND Discovery Center
  • 31.9. EON Reality Inc.
  • 31.10. Gardaland
  • 31.11. TRIOTECH
  • 31.12. LEGOLAND Discovery Center
  • 31.13. ConveGenius
  • 31.14. Lamsa
  • 31.15. SoapBox Labs

32. Global Edutainment Market Competitive Benchmarking

33. Global Edutainment Market Competitive Dashboard

34. Key Mergers And Acquisitions In The Edutainment Market

35. Edutainment Market Future Outlook and Potential Analysis

  • 35.1 Edutainment Market In 2028 - Countries Offering Most New Opportunities
  • 35.2 Edutainment Market In 2028 - Segments Offering Most New Opportunities
  • 35.3 Edutainment Market In 2028 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer