Edutainment Market Global Industry Analysis, Size, Share, Growth, Trends and Forecast 2018 - 2027

Mar 2019| TMR1414A| Transparency

Report Highlights

Edutainment Market: Overview

The edutainment market report provides analysis for the period 2017 – 2027, where 2019 to 2027 is the forecast period and 2018 is the base year. The report covers all the major trends and technologies expected to play an influential role in the market’s growth over the forecast period. It also highlights the drivers, restraints, and opportunities for the analysis of market growth during the said period. The study provides a complete perspective on the evolution of the global edutainment market throughout the above mentioned forecast period in terms of revenue (US$ Mn).

The market overview section of the report demonstrates market dynamics such as the drivers, restraints, and opportunities that influence the current nature and future status of this market and macroeconomic factors. A market attractiveness analysis has been provided for every segment in the report, in order to provide a thorough understanding of the overall scenario in the edutainment market. The report also provides an overview of various strategies adopted by key players in the market.

Global Edutainment Market: Scope of the Report

The edutainment market is segmented based on visitor demographics, facility size, gaming type, and revenue source. Based on visitor demographics, the market has been bifurcated into children (0-12 years), teenager (13-18 years), young adult (19-25 years), and adult (25+ years). In terms of facility size, the market has been segmented into 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. Based on gaming type, the market is segmented into interactive, non-interactive, explorative, and hybrid combination games. On the basis of revenue source, the market has been divided into entry fees & tickets, food & beverages, merchandising, advertising, and others. The report provides in-depth segment analysis of the global edutainment market, thereby providing valuable insights at the macro as well as micro levels.

The report also highlights the competitive landscape of the global edutainment market, positioning all the major players according to their presence in different regions of the world and recent key developments initiated by them in the market. The comprehensive edutainment market estimates are the result of our in-depth secondary research, primary interviews, and in-house expert panel reviews. These market estimates have been analyzed by taking into account the impact of different political, social, economic, and technological factors along with the current market dynamics affecting the growth of the edutainment market.

The report provides all the essential information required to understand the key developments in the edutainment market, and growth trends of each segment and region. It also includesstrategies, financial information, sales footprint, and developmentsunder the company profile section. The report provides insights related to trends and their impact on the market. The report also provides a comprehensivevalue chain analysis for the edutainment market.

Global Edutainment Market: Research Methodology

The research methodology is a perfect combination of primary research, secondary research, and expert panel reviews. Secondary research sources such as annual reports, company websites, broker reports, financial reports, SEC filings and investor presentations, national government documents, internal and external proprietary databases, statistical databases, relevant patent and regulatory databases, market reports, government publications, statistical databases, World Bank database, and industry white papers are usuallyreferred.

Primary research involves telephonic interviews, e-mail interactions, and face-to-face interviews for detailed and unbiased reviews on the edutainment market,across geographies. Primary interviews are usually conducted on an ongoing basis with industry expertsand participants in order to get latest market insights and validate the existing data and analysis. Primary interviews offer firsthand information on important factors such as market trends, market size, competitive landscape, growth trends, and outlook, etc. These factors help to validate and strengthen secondary research findings and also help to develop the analysis team’s expertise and market understanding. Moreover, the data collected and analyzed from secondary and primary research is again discussed and examined by our expert panel.

Global Edutainment market: Competitive Dynamics

The research study includes profiles of leading companies operating in the global edutainment market. Some of the key players profiled include Kidzania, Legoland Discovery Center, Kindercity, Plabo, Pororo Parks, CurioCity, Totter's Otterville, Mattel Play! Town, Little Explorers, and Kidz Holding S.A.L.

The edutainment market has been segmented as below:

Market Segmentation: Global Edutainment market

By Gaming Type
Hybrid Combination

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.

By Revenue Source
Entry Fees & Tickets
Food & Beverages

By Visitor Demographics
Children (0-12 years)
Teenager (13-18 years)
Young adult (19-25 years)
Adult (25+ years)

In addition, the report provides analysis of the edutainment market with respect to the following geographic segments:
North America
The U.S.
Rest of North America
Western Europe
Rest of Western Europe
Eastern Europe
Rest of Eastern Europe

Asia Pacific (APAC)
Australia & New Zealand
Rest of Asia Pacific
Middle East & Africa (MEA)
Northern Africa
South Africa
Rest of MEA
South America
Rest of South America

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