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Edutainment Market Size, Segments And Growth Forecast Report 2024 To 2033

Edutainment Market

Edutainment Market

The Business Research Company has updated its global market reports, featuring the latest data for 2024 and projections up to 2033

The Business Research Company offers in-depth market insights through Edutainment Global Market Report 2024, providing businesses with a competitive advantage by thoroughly analyzing the market structure, including estimates for numerous segments and sub-segments.

Market Size And Growth Forecast:
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 in the historic period can be attributed to shift in learning paradigm, globalization of education, educational tv programs and channels, cognitive development emphasis, 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 growth in the forecast period can be attributed to accessibility and inclusivity, parental involvement in learning, government support for edutainment, continuous learning culture, 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, collaborations with content creators.

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Market Segmentation:
The edutainment market covered in this report is segmented -
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

Major Driver - Global Growth Driven By Rising Adoption Of Interactive Learning Experiences

Increased adoption of edutainment globally is expected to propel the growth of the edutainment market during the forecast period. The concept of combining entertainment with education offers children an interactive learning environment. Edutainment presents a great advantage to the learning process as it places intellectually stimulating learning concepts. Children are expected to be curious seekers such as playing their favorite character or visiting their dream place, instilling 'happy energy' and confidence in them. According to Jing's Culture & Commerce 2021 report, a US-based technology trends publishing company, before COVID-19, museums spent $2 billion globally on education-based activities every year. Institutions provided more than 18 million hours for targeted education annually, including guided tours, staff visits, school outreach, and professional growth for teachers. Increasing adoption of edutainment globally is expected to drive the growth of the edutainment market.

Competitive Landscape:
Major companies operating in the edutainment market report are Reliance Jio Infocomm Limited, Majid Al Futtaim Group, Mattel Play Town, Merlin Entertainments, Pororo Parks, 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

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https://www.thebusinessresearchcompany.com/report/edutainment-global-market-report

Top Trend - Strategic Alliances Drive Edutainment Market Growth

Major companies operating in the edutainment market are adopting a strategic partnership approach to introduce STEM IoT sensor kits for educational institutions. Strategic partnerships refer to a process in which companies leverage each other's strengths and resources to achieve mutual benefits and success. For instance, in January 2022, RAKwireless Technology Limited, a China-based IoT solution provider, partnered with One Planet Education Network (OPEN), a Switzerland-based social enterprise. This partnership aims to narrow the IoT education gap by supplying OPEN-RAK DIY STEM Lab Sensor Wisblock kits to students globally. The objective is to address the digital divide by offering easily accessible kits, enabling students to learn practical IoT applications and deploy 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 program's overarching goal is to establish a worldwide network for IoT sensor education and data analytics. This network facilitates collaborative learning among students globally, allowing them to gain hands-on experience in constructing IoT devices, sharing data internationally, and honing skills to positively impact their communities using RAK technology, supported by OPEN's education and research initiatives.

The Table Of Content For The Market Report Include:
1. Executive Summary
2. Edutainment Market Characteristics
3. Edutainment Market Trends And Strategies
4. Edutainment Market - Macro Economic Scenario
5. Edutainment Market Size And Growth
…..
27. Edutainment Market Competitor Landscape And Company Profiles
28. Key Mergers And Acquisitions
29. Future Outlook and Potential Analysis
30. Appendix

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