The Global Edutainment Market was $60.1 Bn in 2020, and it is expected to reach $170.3 Bn by 2030. It is eventually growing at a commendable high compound annual growth rate CAGR of 11.0% between 2020-2030. The edutainment system is a combination of education and entertainment. This combination refers to the software and technology which combined entertainment and education. Edutainment technology and system make it more interesting for every student. The edutainment system is available in different forms, such as children's museums, aquariums, botanical gardens, and science exhibitions. Moreover, in the current pandemic of COVID-19 might make a slight difference in the growth rate in the current year. Now, Moving forward, the robust demand for Global Edutainment Market in the educational department is further estimated to create new necessities and augment the market of growth over the forecast period of 2020-2030.
Global Edutainment Segment Is Estimated to Witness Remarkable Growth
Source: SAI Research
The global Edutainment market is segmented as a gaming type, facility size, revenue source, and visitor demographics. By gaming type, the global edutainment segment is divided as - Interactive, Non-interactive, Explorative, and Hybrid Combination. By facility size, the edutainment market is bifurcated as 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. By revenue source, the edutainment market is segmented into Entry fees & tickets, Food & Beverages, Merchandising, Advertising, and Others. By visitor demographics, the global edutainment market has been bifurcated as Children (0-12), Teenager (13-18), Young Adult (19-25), and Adult (25+).
By Region, North America is Holding the Major Market Share
The global Edutainment Market has been geographically segmented into North America, Asia Pacific, Latin America, Middle East, and Africa region. In addition to this, North America has a significant share among those regions. The increasing permeation, presence of leading vendors, and high adoption of the edutainment system are expected to drive growth in the North America Region. Apart from that, the Asia Pacific and the Rest of the regions are expected to increase the growth rate over the upcoming forecast period of 2020 to 2030.
Major Players in Global Edutainment Market
The report covers a detailed outlook of the company, and it includes the market share and company or industry profiles of key players operating in the global market. Key players in the report include Pororo Parks, Kidzania, Plabo, Legoland Discovery Center, CurioCity, Kindercity, Mattel Play! Town, Totter's Otterville, Kidz Holding S.A.L, Little Explorers, ConveGenius, Grey Sim, Edsys, IdeaCrate edutainment Company, and DreamUs Edutainment, among others.
The Global Edutainment Market Has Been Segmented into:
Global Edutainment Market: By Gaming Type
Global Edutainment Market: By Facility Size
Global Edutainment Market: By Revenue Source
Global Edutainment Market: By Visitor Demographics
Global Edutainment Market: By Region