Edutainment Market, by Component (Edutainment Channels Games and Applications, Edutainment Centers), by Edutainment Centers (Indoor Play and Entertainment Centers, Educational Parks, Others); by Age Group (Children (0-12 years), Teenager (13 to 19 years) , Young Adult (20 to 25 years), Others); by Region (United States, Canada, Mexico, France, The UK, Spain, Germany, Italy, Nordic Countries, Benelux Union, Rest of Europe, China, Japan, India, New Zealand, Australia, South Korea, Southeast Asia, Rest of Asia Pacific, Brazil, Argentina, Rest of Latin America, Saudi Arabia, UAE, Egypt, Kuwait, South Africa, Rest of Middle East & Africa) — Global Insights, Growth, Size, Comparative Analysis, Trends and Forecast, 2019–2027
Market Overview/Industry Trends
Edutainment is gratification along with education and information. Edutainment uses familiar forms of entertainment to teach or facilitate social interaction among audiences through media and video games. Edutainment is found inside and outside of the classroom and exists in several types of media. Some are passive while others are interactive. Edutainment centers are formulated for these leisure-based learnings. The main goal of edutainment centers is keep children involved in the whole process of learning. Various centers are revisiting their teaching module, in order to make it more interactive and engaging for students. For instance, Curiocity is 1,500 sq. educational entertainment (edutainment) center for children. The company is engaged in offering quality family time and educational entertainment for both children and their parents. The company is developed on the play-based learning concept i.e. the next generation edutainment center which is intended for children from 1 to 13 years of age. This center helps in providing playful, educational, lively and active recreation for children. This strategy of edutainment helps in achieving more social interaction, in turn, enhancing the social skills of students. For example, teachers are utilizing it for science videos to help students learn new concepts. Parents are using it for math or language software to help kids learn at home. On the other hand, educational institutes are also focusing on the adoption of such services with an aim to offer more efficient learning techniques. For instance, Zee Learn Limited is primarily engaged in offering courses and services to schools and educational institutes. The company provides exclusive educational courses to music schools, drama schools, language schools, short-term examination preparatory schools, student exchange programs, curriculum development, and vocational counseling, except rehabilitation counseling. The advent of these type courses is boosting the growth of edutainment market worldwide.
By crafting a fun learning environment, edutainment can make education easier and has a potential to influence the minds of audience. Web and course designers have moved beyond textual interactions and included visual styles as well as tasks on intuition and thinking, in order to adapt to a broad range of learning styles. However, a major challenge is the design and implementation of edutainment services. The methodology of edutainment stresses on the usage of computer and smart gadgets to provide education, although it can sometimes contain misleading and misguiding information. Despite of these barriers, the edutainment market will seek continuous growth across the globe over the forecast period.
In terms of revenue, the global edutainment market was estimated to be US$ 2405.3 Mn in 2018 and is expected to reach US$ 9894.3 Mn by 2027. The study analyzes the market in terms of revenue across all the major regions, which has been further bifurcated into countries.
Edutainment Market Revenue & Forecast, (US$ Million), 2015 – 2027
Component Outlook:
Edutainment is breaking the traditional barrier between education and learning experience. Based on the component segment the edutainment market can be segmented by edutainment channels, games, applications and edutainment centers. In 2018, edutainment channels, games and applications segment accounted for maximum market share in the edutainment market owing to the immersive content and interactive learning provided to the millennial group. For instance, Junior Explorers, Inc., an American edutainment company, focuses on connecting kids to the planet, inspiring the next generation of environmental stewards. The company has created kits that are delivered via mail which inspires kids to explore different ecosystems, such as the Arctic, the Serengeti and the Amazon, introducing them to animals, landscape, and natives of each region.
Edutainment Centers Outlook:
Edutainment centers are considered as the designated place for leisure learning. These centers provide exciting new ways for kids to learn new things and have fun at the same time. They are equipped with rides and toys to attract the attention of the millennials. On the basis of edutainment centers, the edutainment market can be segmented by indoor play and entertainment centers, educational parks and others. The indoor play and entertainment centers segment accounted for maximum market share in 2018. The higher growth of this segment is attributed to the learning and experience offered by this education centers. DreamUs Edutainment opened its new theme park Pororo Park. The park is a collaboration between Iconix and DreamUs Edutainment. It is a nature themed park incorporated with learning based activities for both children and parents. DreamUs Edutainment also launched its second character theme park Tayo Station in November 2015. Similarly, Majid Al Futtaim Holding launched Orbi, a covered nature experience park, at City Centre Mirdif. The theme is collaboratively developed by SEGA Holdings Co. Ltd. and BBC Worldwide. The nature themed park merged with BBC Earth’s, the world’s-leading nature content with SEGA’s cutting-edge technology to create a game-changing entertainment experience that will plunge visitors into the heart of the natural world through a visceral, multi-sensory edutainment experience.
Age Group Outlook:
The edutainment companies have bifurcated its activities on the basis of age groups. Likewise, on the basis of age group, the edutainment market can be segmented by children, teenager, young adult and adult. Among the age group, the children segment accounted for the highest market share in 2018. The higher share of these segment is attributed to the designed learning activities, which propel children to enhance their mental and physical development in a way that is both amusing, entertaining and interesting. For instance, KidZania, is a real city themed park, that is built to provide children an augmented experience of the real world, with flagged roads and cars, city constructions, identifiable establishments, a functioning economy and its own currency. The indoor park is specially designed for children aged 4 to 16, KidZania Mumbai houses more than 60 real-world establishments and 100+ activities to help children develop real life skills.
Regional Outlook:
North America has been at the forefront in breaking the old school traditional learning and adopting new modern era techniques to make learning more easy and interesting. North America dominated the global edutainment market, accounting for 39.2% of market share in 2018. For instance, National Association of Family Entertainment Centers, a nation industry group in U.S. which is a sub division of the International Laser Tag Association (ILTA) has many edutainment centers and theme park under its association. For example, Boomers park an incredible chain of family edutainment centers, eyes on indoor activities such as carousels, kidding swing, restaurants, musical shows, video games arcade as well as outdoor activities such as miniature golf, kiddie rides, bumper boats, kiddie roller coaster and laser tag.
Competitive Landscape
The report provides both qualitative and quantitative research of edutainment market as well as provides comprehensive insights and development methods adopted by the prominent market players. Some of the key market participants in the edutainment market are Curiocity, Edsys, Idea Crate Edutainment Company, Junior Explorers, Inc., KIDZ Holding S.A.L, KidZania Operations S.A.R.L., Kinder City, Majid Al Futtaim Holding, PAX Edutainment Pvt. Ltd., DreamUs Edutainment, The LEGO Group, White Hutchinson Leisure & Learning Group, Zee Learn Ltd. Major market players are offering their solution with new technologies and integrated point of sales solutions to the educational institutes, educational centers, theme parks. These players have launched customized edutainment modules for its clients and are also partnering with major providers of media and entertainment to enhance the integration of its products with other systems. For each company, the report studies their global presence, competitors, and product offerings, among others.
Edutainment Market:
- By Component
- Edutainment Channels Games and Applications
- Edutainment Centers
- By Edutainment Centers
- Indoor Play and Entertainment Centers
- Educational Parks
- Others
- By Age Group
- Children (0-12 years)
- Teenager (13 to 19 years)
- Young Adult (20 to 25 years)
- Others
- By Geography
- North America
- United States
- Canada
- Mexico
- Europe
- France
- The UK
- Spain
- Germany
- Italy
- Nordic Countries
- Denmark
- Finland
- Iceland
- Sweden
- Norway
- Benelux Union
- Belgium
- The Netherlands
- Luxembourg
- Rest of Europe
- Asia Pacific
- China
- Japan
- India
- New Zealand
- Australia
- South Korea
- Southeast Asia
- Indonesia
- Thailand
- Malaysia
- Singapore
- Rest of Southeast Asia
- Rest of Asia Pacific
- Latin America
- Brazil
- Argentina
- Rest of Latin America
- Middle East and Africa
- Saudi Arabia
- UAE
- Egypt
- Kuwait
- South Africa
- Rest of Middle East & Africa
- North America
Table of Contents
1. Market
Scope
1.1. Market
Segmentation
1.2. Years
Considered
1.2.1. Historic
Years: 2013 - 2017
1.2.2. Base
Year: 2018
1.2.3. Forecast
Years: 2019 – 2027
2. Key Target
Audiences
3. Research
Methodology
3.1. Primary
Research
3.1.1. Research
Questionnaire
3.1.2. Global
Percentage Breakdown
3.1.3. Primary
Interviews: Key Opinion Leaders (KOLs)
3.2. Secondary
Research
3.2.1. Paid
Databases
3.2.2. Secondary
Sources
3.3. Market
Size Estimates
3.3.1. Top-Down
Approach
3.3.2. Bottom-Up
Approach
3.4. Data
Triangulation Methodology
3.5. Research
Assumptions
4. Recommendations
and Insights from AMI’s Perspective**
5. Holistic
Overview of Edutainment Market
6. Market
Synopsis: Edutainment Market
7. Edutainment
Market Analysis: Qualitative Perspective
7.1. Introduction
7.1.1. Product
Definition
7.1.2. Industry
Development
7.2. Market
Dynamics
7.2.1. Drivers
7.2.2. Restraints
7.2.3. Opportunities
7.3. Trends in Edutainment
Market
7.4. Market
Determinants Radar Chart
7.5. Macro-Economic
and Micro-Economic Indicators: Edutainment Market
7.6. Porter’s
Five Force Analysis
8. Global
Edutainment Market Analysis and Forecasts, 2019 – 2027
8.1. Overview
8.1.1. Global
Edutainment Market Revenue (US$ Mn)
8.2. Global
Edutainment Market Revenue (US$ Mn) and Forecasts, By Component
8.2.1. Edutainment
Channels, Games and Applications
8.2.1.1. Definition
8.2.1.2. Market
Estimation and Penetration, 2013 – 2018
8.2.1.3. Market
Forecast, 2019 – 2027
8.2.1.4. Compound
Annual Growth Rate (CAGR)
8.2.1.5. Regional
Bifurcation
8.2.1.5.1. North
America
8.2.1.5.1.1. Market
Estimation, 2013 – 2018
8.2.1.5.1.2. Market
Forecast, 2019 – 2027
8.2.1.5.2. Europe
8.2.1.5.2.1. Market
Estimation, 2013 – 2018
8.2.1.5.2.2. Market
Forecast, 2019 – 2027
8.2.1.5.3. Asia
Pacific
8.2.1.5.3.1. Market
Estimation, 2013 – 2018
8.2.1.5.3.2. Market
Forecast, 2019 – 2027
8.2.1.5.4. Middle
East and Africa
8.2.1.5.4.1. Market
Estimation, 2013 – 2018
8.2.1.5.4.2. Market
Forecast, 2019 – 2027
8.2.1.5.5. Latin
America
8.2.1.5.5.1. Market
Estimation, 2013 – 2018
8.2.1.5.5.2. Market
Forecast, 2019 – 2027
8.2.2. Edutainment
Centers
8.2.2.1. Definition
8.2.2.2. Market
Estimation and Penetration, 2013 – 2018
8.2.2.3. Market
Forecast, 2019 – 2027
8.2.2.4. Compound
Annual Growth Rate (CAGR)
8.2.2.5. Regional
Bifurcation
8.2.2.5.1. North
America
8.2.2.5.1.1. Market
Estimation, 2013 – 2018
8.2.2.5.1.2. Market
Forecast, 2019 – 2027
8.2.2.5.2. Europe
8.2.2.5.2.1. Market
Estimation, 2013 – 2018
8.2.2.5.2.2. Market
Forecast, 2019 – 2027
8.2.2.5.3. Asia
Pacific
8.2.2.5.3.1. Market
Estimation, 2013 – 2018
8.2.2.5.3.2. Market
Forecast, 2019 – 2027
8.2.2.5.4. Middle
East and Africa
8.2.2.5.4.1. Market
Estimation, 2013 – 2018
8.2.2.5.4.2. Market
Forecast, 2019 – 2027
8.2.2.5.5. Latin
America
8.2.2.5.5.1. Market
Estimation, 2013 – 2018
8.2.2.5.5.2. Market
Forecast, 2019 – 2027
8.3. Key
Segment for Channeling Investments
8.3.1. By
Component
9. Global
Edutainment Market Analysis and Forecasts, 2019 – 2027
9.1. Overview
9.2. Global
Edutainment Market Revenue (US$ Mn) and Forecasts, By Age Group
9.2.1. Children
9.2.1.1. Definition
9.2.1.2. Market
Estimation and Penetration, 2013 – 2018
9.2.1.3. Market
Forecast, 2019 – 2027
9.2.1.4. Compound
Annual Growth Rate (CAGR)
9.2.1.5. Regional
Bifurcation
9.2.1.5.1. North
America
9.2.1.5.1.1. Market
Estimation, 2013 – 2018
9.2.1.5.1.2. Market
Forecast, 2019 – 2027
9.2.1.5.2. Europe
9.2.1.5.2.1. Market
Estimation, 2013 – 2018
9.2.1.5.2.2. Market
Forecast, 2019 – 2027
9.2.1.5.3. Asia
Pacific
9.2.1.5.3.1. Market
Estimation, 2013 – 2018
9.2.1.5.3.2. Market
Forecast, 2019 – 2027
9.2.1.5.4. Middle
East and Africa
9.2.1.5.4.1. Market
Estimation, 2013 – 2018
9.2.1.5.4.2. Market
Forecast, 2019 – 2027
9.2.1.5.5. Latin
America
9.2.1.5.5.1. Market
Estimation, 2013 – 2018
9.2.1.5.5.2. Market
Forecast, 2019 – 2027
9.2.2. Teenager
9.2.2.1. Definition
9.2.2.2. Market
Estimation and Penetration, 2013 – 2018
9.2.2.3. Market
Forecast, 2019 – 2027
9.2.2.4. Compound
Annual Growth Rate (CAGR)
9.2.2.5. Regional
Bifurcation
9.2.2.5.1. North
America
9.2.2.5.1.1. Market
Estimation, 2013 – 2018
9.2.2.5.1.2. Market
Forecast, 2019 – 2027
9.2.2.5.2. Europe
9.2.2.5.2.1. Market
Estimation, 2013 – 2018
9.2.2.5.2.2. Market
Forecast, 2019 – 2027
9.2.2.5.3. Asia
Pacific
9.2.2.5.3.1. Market
Estimation, 2013 – 2018
9.2.2.5.3.2. Market
Forecast, 2019 – 2027
9.2.2.5.4. Middle
East and Africa
9.2.2.5.4.1. Market
Estimation, 2013 – 2018
9.2.2.5.4.2. Market
Forecast, 2019 – 2027
9.2.2.5.5. Latin
America
9.2.2.5.5.1. Market
Estimation, 2013 – 2018
9.2.2.5.5.2. Market
Forecast, 2019 – 2027
9.2.3. Young
Adult
9.2.3.1. Definition
9.2.3.2. Market
Estimation and Penetration, 2013 – 2018
9.2.3.3. Market
Forecast, 2019 – 2027
9.2.3.4. Compound
Annual Growth Rate (CAGR)
9.2.3.5. Regional
Bifurcation
9.2.3.5.1. North
America
9.2.3.5.1.1. Market
Estimation, 2013 – 2018
9.2.3.5.1.2. Market
Forecast, 2019 – 2027
9.2.3.5.2. Europe
9.2.3.5.2.1. Market
Estimation, 2013 – 2018
9.2.3.5.2.2. Market
Forecast, 2019 – 2027
9.2.3.5.3. Asia
Pacific
9.2.3.5.3.1. Market
Estimation, 2013 – 2018
9.2.3.5.3.2. Market
Forecast, 2019 – 2027
9.2.3.5.4. Middle
East and Africa
9.2.3.5.4.1. Market
Estimation, 2013 – 2018
9.2.3.5.4.2. Market
Forecast, 2019 – 2027
9.2.3.5.5. Latin
America
9.2.3.5.5.1. Market
Estimation, 2013 – 2018
9.2.3.5.5.2. Market
Forecast, 2019 – 2027
9.2.4. Others
9.2.4.1. Definition
9.2.4.2. Market
Estimation and Penetration, 2013 – 2018
9.2.4.3. Market
Forecast, 2019 – 2027
9.2.4.4. Compound
Annual Growth Rate (CAGR)
9.2.4.5. Regional
Bifurcation
9.2.4.5.1. North
America
9.2.4.5.1.1. Market
Estimation, 2013 – 2018
9.2.4.5.1.2. Market
Forecast, 2019 – 2027
9.2.4.5.2. Europe
9.2.4.5.2.1. Market
Estimation, 2013 – 2018
9.2.4.5.2.2. Market
Forecast, 2019 – 2027
9.2.4.5.3. Asia
Pacific
9.2.4.5.3.1. Market
Estimation, 2013 – 2018
9.2.4.5.3.2. Market
Forecast, 2019 – 2027
9.2.4.5.4. Middle
East and Africa
9.2.4.5.4.1. Market
Estimation, 2013 – 2018
9.2.4.5.4.2. Market
Forecast, 2019 – 2027
9.2.4.5.5. Latin
America
9.2.4.5.5.1. Market
Estimation, 2013 – 2018
9.2.4.5.5.2. Market
Forecast, 2019 – 2027
9.3. Key Segment
for Channeling Investments
9.3.1. By Age
Group
10. North
America Edutainment Market Analysis and Forecasts, 2019 - 2027
10.1. Overview
10.1.1. North
America Edutainment Market Revenue (US$ Mn)
10.2. North
America Edutainment Market Revenue (US$ Mn) and Forecasts, By Component
10.2.1. Edutainment
Channels, Games and Applications
10.2.2. Edutainment
Centers
10.3. North
America Edutainment Market Revenue (US$ Mn) and Forecasts, By Age Group
10.3.1. Children
10.3.2. Teenager
10.3.3. Young
Adult
10.3.4. Others
10.4. North
America Edutainment Market Revenue (US$ Mn) and Forecasts, By Country
10.4.1. U.S
10.4.1.1. U.S
Edutainment Market Revenue (US$ Mn) and Forecasts, By Component
10.4.1.1.1. Edutainment
Channels, Games and Applications
10.4.1.1.2. Edutainment
Centers
10.4.1.2. U.S
Edutainment Market Revenue (US$ Mn) and Forecasts, By Age Group
10.4.1.2.1. Children
10.4.1.2.2. Teenager
10.4.1.2.3. Young
Adult
10.4.1.2.4. Others
10.4.2. Canada
10.4.2.1. Canada
Edutainment Market Revenue (US$ Mn) and Forecasts, By Component
10.4.2.1.1. Edutainment
Channels, Games and Applications
10.4.2.1.2. Edutainment
Centers
10.4.2.2. Canada
Edutainment Market Revenue (US$ Mn) and Forecasts, By Age Group
10.4.2.2.1. Children
10.4.2.2.2. Teenager
10.4.2.2.3. Young
Adult
10.4.2.2.4. Others
10.4.3. Mexico
10.4.3.1. Mexico
Edutainment Market Revenue (US$ Mn) and Forecasts, By Component
10.4.3.1.1. Edutainment
Channels, Games and Applications
10.4.3.1.2. Edutainment
Centers
10.4.3.2. Mexico
Edutainment Market Revenue (US$ Mn) and Forecasts, By Age Group
10.4.3.2.1. Children
10.4.3.2.2. Teenager
10.4.3.2.3. Young
Adult
10.4.3.2.4. Others
10.4.4. Rest of
North America
10.4.4.1. Rest
of North America Edutainment Market Revenue (US$ Mn) and Forecasts, By
Component
10.4.4.1.1. Edutainment
Channels, Games and Applications
10.4.4.1.2. Edutainment
Centers
10.4.4.2. Rest
of North America Edutainment Market Revenue (US$ Mn) and Forecasts, By Age
Group
10.4.4.2.1. Children
10.4.4.2.2. Teenager
10.4.4.2.3. Young
Adult
10.4.4.2.4. Others
10.5. Key
Segment for Channeling Investments
10.5.1. By
Country
10.5.2. By
Component
10.5.3. By Age
Group
11. Europe
Edutainment Market Analysis and Forecasts, 2019 - 2027
11.1. Overview
11.1.1. Europe
Edutainment Market Revenue (US$ Mn)
11.2. Europe
Edutainment Market Revenue (US$ Mn) and Forecasts, By Component
11.2.1. Edutainment
Channels, Games and Applications
11.2.2. Edutainment
Centers
11.3. Europe
Edutainment Market Revenue (US$ Mn) and Forecasts, By Age Group
11.3.1. Children
11.3.2. Teenager
11.3.3. Young
Adult
11.3.4. Others
11.4. Europe
Edutainment Market Revenue (US$ Mn) and Forecasts, By Country
11.4.1. France
11.4.1.1. France
Edutainment Market Revenue (US$ Mn) and Forecasts, By Component
11.4.1.1.1. Edutainment
Channels, Games and Applications
11.4.1.1.2. Edutainment
Centers
11.4.1.2. France
Edutainment Market Revenue (US$ Mn) and Forecasts, By Age Group
11.4.1.2.1. Children
11.4.1.2.2. Teenager
11.4.1.2.3. Young
Adult
11.4.1.2.4. Others
11.4.2. The UK
11.4.2.1. The
UK Edutainment Market Revenue (US$ Mn) and Forecasts, By Component
11.4.2.1.1. Edutainment
Channels, Games and Applications
11.4.2.1.2. Edutainment
Centers
11.4.2.2. The
UK Edutainment Market Revenue (US$ Mn) and Forecasts, By Age Group
11.4.2.2.1. Children
11.4.2.2.2. Teenager
11.4.2.2.3. Young
Adult
11.4.2.2.4. Others
11.4.3. Spain
11.4.3.1. Spain
Edutainment Market Revenue (US$ Mn) and Forecasts, By Component
11.4.3.1.1. Edutainment
Channels, Games and Applications
11.4.3.1.2. Edutainment
Centers
11.4.3.2. Spain
Edutainment Market Revenue (US$ Mn) and Forecasts, By Age Group
11.4.3.2.1. Children
11.4.3.2.2. Teenager
11.4.3.2.3. Young
Adult
11.4.3.2.4. Others
11.4.4. Germany
11.4.4.1. Germany
Edutainment Market Revenue (US$ Mn) and Forecasts, By Component
11.4.4.1.1. Edutainment
Channels, Games and Applications
11.4.4.1.2. Edutainment
Centers
11.4.4.2. Germany
Edutainment Market Revenue (US$ Mn) and Forecasts, By Age Group
11.4.4.2.1. Children
11.4.4.2.2. Teenager
11.4.4.2.3. Young
Adult
11.4.4.2.4. Others
11.4.5. Italy
11.4.5.1. Italy
Edutainment Market Revenue (US$ Mn) and Forecasts, By Component
11.4.5.1.1. Edutainment
Channels, Games and Applications
11.4.5.1.2. Edutainment
Centers
11.4.5.2. Italy
Edutainment Market Revenue (US$ Mn) and Forecasts, By Age Group
11.4.5.2.1. Children
11.4.5.2.2. Teenager
11.4.5.2.3. Young
Adult
11.4.5.2.4. Others
11.4.6. Nordic
Countries
11.4.6.1. Nordic
Countries Edutainment Market Revenue (US$ Mn) and Forecasts, By Component
11.4.6.1.1. Edutainment
Channels, Games and Applications
11.4.6.1.2. Edutainment
Centers
11.4.6.2. Nordic
Countries Edutainment Market Revenue (US$ Mn) and Forecasts, By Age Group
11.4.6.2.1. Children
11.4.6.2.2. Teenager
11.4.6.2.3. Young
Adult
11.4.6.2.4. Others
11.4.6.3. Nordic
Countries Edutainment Market Revenue (US$ Mn) and Forecasts, By Country
11.4.6.3.1. Denmark
11.4.6.3.2. Finland
11.4.6.3.3. Iceland
11.4.6.3.4. Sweden
11.4.6.3.5. Norway
11.4.7. Benelux
Union
11.4.7.1. Benelux
Union Edutainment Market Revenue (US$ Mn) and Forecasts, By Component
11.4.7.1.1. Edutainment
Channels, Games and Applications
11.4.7.1.2. Edutainment
Centers
11.4.7.2. Benelux
Union Edutainment Market Revenue (US$ Mn) and Forecasts, By Age Group
11.4.7.2.1. Children
11.4.7.2.2. Teenager
11.4.7.2.3. Young
Adult
11.4.7.2.4. Others
11.4.7.3. Benelux
Union Edutainment Market Revenue (US$ Mn) and Forecasts, By Country
11.4.7.3.1. Belgium
11.4.7.3.2. The
Netherlands
11.4.7.3.3. Luxembourg
11.4.8. Rest of
Europe
11.4.8.1. Rest
of Europe Edutainment Market Revenue (US$ Mn) and Forecasts, By Component
11.4.8.1.1. Edutainment
Channels, Games and Applications
11.4.8.1.2. Edutainment
Centers
11.4.8.2. Rest
of Europe Edutainment Market Revenue (US$ Mn) and Forecasts, By Age Group
11.4.8.2.1. Children
11.4.8.2.2. Teenager
11.4.8.2.3. Young
Adult
11.4.8.2.4. Others
11.5. Key
Segment for Channeling Investments
11.5.1. By
Country
11.5.2. By
Component
11.5.3. By Age
Group
12. Asia
Pacific Edutainment Market Analysis and Forecasts, 2019 - 2027
12.1. Overview
12.1.1. Asia
Pacific Edutainment Market Revenue (US$ Mn)
12.2. Asia
Pacific Edutainment Market Revenue (US$ Mn) and Forecasts, By Component
12.2.1. Edutainment
Channels, Games and Applications
12.2.2. Edutainment
Centers
12.3. Asia
Pacific Edutainment Market Revenue (US$ Mn) and Forecasts, By Age Group
12.3.1. Children
12.3.2. Teenager
12.3.3. Young
Adult
12.3.4. Others
12.4. Asia
Pacific Edutainment Market Revenue (US$ Mn) and Forecasts, By Country
12.4.1. China
12.4.1.1. China
Edutainment Market Revenue (US$ Mn) and Forecasts, By Component
12.4.1.1.1. Edutainment
Channels, Games and Applications
12.4.1.1.2. Edutainment
Centers
12.4.1.2. China
Edutainment Market Revenue (US$ Mn) and Forecasts, By Age Group
12.4.1.2.1. Children
12.4.1.2.2. Teenager
12.4.1.2.3. Young
Adult
12.4.1.2.4. Others
12.4.2. Japan
12.4.2.1. Japan
Edutainment Market Revenue (US$ Mn) and Forecasts, By Component
12.4.2.1.1. Edutainment
Channels, Games and Applications
12.4.2.1.2. Edutainment
Centers
12.4.2.2. Japan
Edutainment Market Revenue (US$ Mn) and Forecasts, By Age Group
12.4.2.2.1. Children
12.4.2.2.2. Teenager
12.4.2.2.3. Young
Adult
12.4.2.2.4. Others
12.4.3. India
12.4.3.1. India
Edutainment Market Revenue (US$ Mn) and Forecasts, By Component
12.4.3.1.1. Edutainment
Channels, Games and Applications
12.4.3.1.2. Edutainment
Centers
12.4.3.2. India
Edutainment Market Revenue (US$ Mn) and Forecasts, By Age Group
12.4.3.2.1. Children
12.4.3.2.2. Teenager
12.4.3.2.3. Young
Adult
12.4.3.2.4. Others
12.4.4. New
Zealand
12.4.4.1. New
Zealand Edutainment Market Revenue (US$ Mn) and Forecasts, By Component
12.4.4.1.1. Edutainment
Channels, Games and Applications
12.4.4.1.2. Edutainment
Centers
12.4.4.2. New
Zealand Edutainment Market Revenue (US$ Mn) and Forecasts, By Age Group
12.4.4.2.1. Children
12.4.4.2.2. Teenager
12.4.4.2.3. Young
Adult
12.4.4.2.4. Others
12.4.5. Australia
12.4.5.1. Australia
Edutainment Market Revenue (US$ Mn) and Forecasts, By Component
12.4.5.1.1. Edutainment
Channels, Games and Applications
12.4.5.1.2. Edutainment
Centers
12.4.5.2. Australia
Edutainment Market Revenue (US$ Mn) and Forecasts, By Age Group
12.4.5.2.1. Children
12.4.5.2.2. Teenager
12.4.5.2.3. Young
Adult
12.4.5.2.4. Others
12.4.6. South
Korea
12.4.6.1. South
Korea Edutainment Market Revenue (US$ Mn) and Forecasts, By Component
12.4.6.1.1. Edutainment
Channels, Games and Applications
12.4.6.1.2. Edutainment
Centers
12.4.6.2. South
Korea Edutainment Market Revenue (US$ Mn) and Forecasts, By Age Group
12.4.6.2.1. Children
12.4.6.2.2. Teenager
12.4.6.2.3. Young
Adult
12.4.6.2.4. Others
12.4.7. Southeast
Asia
12.4.7.1. Southeast
Asia Edutainment Market Revenue (US$ Mn) and Forecasts, By Component
12.4.7.1.1. Edutainment
Channels, Games and Applications
12.4.7.1.2. Edutainment
Centers
12.4.7.2. Southeast
Asia Edutainment Market Revenue (US$ Mn) and Forecasts, By Age Group
12.4.7.2.1. Children
12.4.7.2.2. Teenager
12.4.7.2.3. Young
Adult
12.4.7.2.4. Others
12.4.7.3. Southeast
Asia Edutainment Market Revenue (US$ Mn) and Forecasts, By Country
12.4.7.3.1. Indonesia
12.4.7.3.2. Thailand
12.4.7.3.3. Malaysia
12.4.7.3.4. Singapore
12.4.7.3.5. Rest
of Southeast Asia
12.4.8. Rest of
Asia Pacific
12.4.8.1. Rest
of Asia Pacific Edutainment Market Revenue (US$ Mn) and Forecasts, By Component
12.4.8.1.1. Edutainment
Channels, Games and Applications
12.4.8.1.2. Edutainment
Centers
12.4.8.2. Rest
of Asia Pacific Edutainment Market Revenue (US$ Mn) and Forecasts, By Age Group
12.4.8.2.1. Children
12.4.8.2.2. Teenager
12.4.8.2.3. Young
Adult
12.4.8.2.4. Others
12.5. Key
Segment for Channeling Investments
12.5.1. By
Country
12.5.2. By
Component
12.5.3. By Age
Group
13. Middle
East and Africa Edutainment Market Analysis and Forecasts, 2019 - 2027
13.1. Overview
13.1.1. Middle
East and Africa Edutainment Market Revenue (US$ Mn)
13.2. Middle
East and Africa Edutainment Market Revenue (US$ Mn) and Forecasts, By Component
13.2.1. Edutainment
Channels, Games and Applications
13.2.2. Edutainment
Centers
13.3. Middle
East and Africa Edutainment Market Revenue (US$ Mn) and Forecasts, By Age Group
13.3.1. Children
13.3.2. Teenager
13.3.3. Young
Adult
13.3.4. Others
13.4. Middle East
and Africa Edutainment Market Revenue (US$ Mn) and Forecasts, By Country
13.4.1. Saudi
Arabia
13.4.1.1. Saudi
Arabia Edutainment Market Revenue (US$ Mn) and Forecasts, By Component
13.4.1.1.1. Edutainment
Channels, Games and Applications
13.4.1.1.2. Edutainment
Centers
13.4.1.2. Saudi
Arabia Edutainment Market Revenue (US$ Mn) and Forecasts, By Age Group
13.4.1.2.1. Children
13.4.1.2.2. Teenager
13.4.1.2.3. Young
Adult
13.4.1.2.4. Others
13.4.2. UAE
13.4.2.1. UAE
Edutainment Market Revenue (US$ Mn) and Forecasts, By Component
13.4.2.1.1. Edutainment
Channels, Games and Applications
13.4.2.1.2. Edutainment
Centers
13.4.2.2. UAE
Edutainment Market Revenue (US$ Mn) and Forecasts, By Age Group
13.4.2.2.1. Children
13.4.2.2.2. Teenager
13.4.2.2.3. Young
Adult
13.4.2.2.4. Others
13.4.3. Egypt
13.4.3.1. Egypt
Edutainment Market Revenue (US$ Mn) and Forecasts, By Component
13.4.3.1.1. Edutainment
Channels, Games and Applications
13.4.3.1.2. Edutainment
Centers
13.4.3.2. Egypt
Edutainment Market Revenue (US$ Mn) and Forecasts, By Age Group
13.4.3.2.1. Children
13.4.3.2.2. Teenager
13.4.3.2.3. Young
Adult
13.4.3.2.4. Others
13.4.4. Kuwait
13.4.4.1. Kuwait
Edutainment Market Revenue (US$ Mn) and Forecasts, By Component
13.4.4.1.1. Edutainment
Channels, Games and Applications
13.4.4.1.2. Edutainment
Centers
13.4.4.2. Kuwait
Edutainment Market Revenue (US$ Mn) and Forecasts, By Age Group
13.4.4.2.1. Children
13.4.4.2.2. Teenager
13.4.4.2.3. Young
Adult
13.4.4.2.4. Others
13.4.5. South
Africa
13.4.5.1. South
Africa Edutainment Market Revenue (US$ Mn) and Forecasts, By Component
13.4.5.1.1. Edutainment
Channels, Games and Applications
13.4.5.1.2. Edutainment
Centers
13.4.5.2. South
Africa Edutainment Market Revenue (US$ Mn) and Forecasts, By Age Group
13.4.5.2.1. Children
13.4.5.2.2. Teenager
13.4.5.2.3. Young
Adult
13.4.5.2.4. Others
13.4.6. Rest of
Middle East & Africa
13.4.6.1. Rest
of Middle East & Africa Edutainment Market Revenue (US$ Mn) and Forecasts,
By Component
13.4.6.1.1. Edutainment
Channels, Games and Applications
13.4.6.1.2. Edutainment
Centers
13.4.6.2. Rest
of Middle East & Africa Edutainment Market Revenue (US$ Mn) and Forecasts,
By Age Group
13.4.6.2.1. Children
13.4.6.2.2. Teenager
13.4.6.2.3. Young
Adult
13.4.6.2.4. Others
13.5. Key
Segment for Channeling Investments
13.5.1. By
Country
13.5.2. By
Component
13.5.3. By Age
Group
14. Latin
America Edutainment Market Analysis and Forecasts, 2019 - 2027
14.1. Overview
14.1.1. Latin
America Edutainment Market Revenue (US$ Mn)
14.2. Latin
America Edutainment Market Revenue (US$ Mn) and Forecasts, By Component
14.2.1. Edutainment
Channels, Games and Applications
14.2.2. Edutainment
Centers
14.3. Latin
America Edutainment Market Revenue (US$ Mn) and Forecasts, By Age Group
14.3.1. Children
14.3.2. Teenager
14.3.3. Young
Adult
14.3.4. Others
14.4. Latin
America Edutainment Market Revenue (US$ Mn) and Forecasts, By Country
14.4.1. Brazil
14.4.1.1. Brazil
Edutainment Market Revenue (US$ Mn) and Forecasts, By Component
14.4.1.1.1. Edutainment
Channels, Games and Applications
14.4.1.1.2. Edutainment
Centers
14.4.1.2. Brazil
Edutainment Market Revenue (US$ Mn) and Forecasts, By Age Group
14.4.1.2.1. Children
14.4.1.2.2. Teenager
14.4.1.2.3. Young
Adult
14.4.1.2.4. Others
14.4.2. Argentina
14.4.2.1. Argentina
Edutainment Market Revenue (US$ Mn) and Forecasts, By Component
14.4.2.1.1. Edutainment
Channels, Games and Applications
14.4.2.1.2. Edutainment
Centers
14.4.2.2. Argentina
Edutainment Market Revenue (US$ Mn) and Forecasts, By Age Group
14.4.2.2.1. Children
14.4.2.2.2. Teenager
14.4.2.2.3. Young
Adult
14.4.2.2.4. Others
14.4.3. Rest of
Latin America
14.4.3.1. Rest
of Latin America Edutainment Market Revenue (US$ Mn) and Forecasts, By
Component
14.4.3.1.1. Edutainment
Channels, Games and Applications
14.4.3.1.2. Edutainment
Centers
14.4.3.2. Rest
of Latin America Edutainment Market Revenue (US$ Mn) and Forecasts, By Age
Group
14.4.3.2.1. Children
14.4.3.2.2. Teenager
14.4.3.2.3. Young
Adult
14.4.3.2.4. Others
14.5. Key
Segment for Channeling Investments
14.5.1. By
Country
14.5.2. By
Component
14.5.3. By Age
Group
15. Competitive
Benchmarking
15.1. Brand
Benchmarking
15.2. Market
Share Analysis, 2018
15.3. Global
Presence and Growth Strategies
15.3.1. Mergers
and Acquisitions
15.3.2. Product
Launches
15.3.3. Investments
Trends
15.3.4. R&D
Initiatives
16. Player
Profiles
16.1. Curiocity
16.1.1. Company
Details
16.1.2. Company
Overview
16.1.3. Product
Offerings
16.1.4. Key
Developments
16.1.5. Financial
Analysis
16.1.6. SWOT
Analysis
16.1.7. Business
Strategies
16.2. Edsys
16.2.1. Company
Details
16.2.2. Company
Overview
16.2.3. Product
Offerings
16.2.4. Key
Developments
16.2.5. Financial
Analysis
16.2.6. SWOT
Analysis
16.2.7. Business
Strategies
16.3. IdeaCrate
Edutainment Company
16.3.1. Company
Details
16.3.2. Company
Overview
16.3.3. Product
Offerings
16.3.4. Key
Developments
16.3.5. Financial
Analysis
16.3.6. SWOT
Analysis
16.3.7. Business
Strategies
16.4. Junior
Explorers, Inc.
16.4.1. Company
Details
16.4.2. Company
Overview
16.4.3. Product
Offerings
16.4.4. Key
Developments
16.4.5. Financial
Analysis
16.4.6. SWOT
Analysis
16.4.7. Business
Strategies
16.5. KIDZ
Holding S.A.L
16.5.1. Company
Details
16.5.2. Company
Overview
16.5.3. Product
Offerings
16.5.4. Key
Developments
16.5.5. Financial
Analysis
16.5.6. SWOT
Analysis
16.5.7. Business
Strategies
16.6. KidZania
Operations S.A.R.L.
16.6.1. Company
Details
16.6.2. Company
Overview
16.6.3. Product
Offerings
16.6.4. Key
Developments
16.6.5. Financial
Analysis
16.6.6. SWOT
Analysis
16.6.7. Business
Strategies
16.7. KinderCity
16.7.1. Company
Details
16.7.2. Company
Overview
16.7.3. Product
Offerings
16.7.4. Key
Developments
16.7.5. Financial
Analysis
16.7.6. SWOT
Analysis
16.7.7. Business
Strategies
16.8. Majid Al
Futtaim Holding
16.8.1. Company
Details
16.8.2. Company
Overview
16.8.3. Product
Offerings
16.8.4. Key
Developments
16.8.5. Financial
Analysis
16.8.6. SWOT
Analysis
16.8.7. Business
Strategies
16.9. PAX
Edutainment Pvt. Ltd.
16.9.1. Company
Details
16.9.2. Company
Overview
16.9.3. Product
Offerings
16.9.4. Key
Developments
16.9.5. Financial
Analysis
16.9.6. SWOT
Analysis
16.9.7. Business
Strategies
16.10. DreamUs
Edutainment
16.10.1. Company
Details
16.10.2. Company
Overview
16.10.3. Product
Offerings
16.10.4. Key
Developments
16.10.5. Financial
Analysis
16.10.6. SWOT
Analysis
16.10.7. Business
Strategies
16.11. The LEGO
Group
16.11.1. Company
Details
16.11.2. Company
Overview
16.11.3. Product
Offerings
16.11.4. Key
Developments
16.11.5. Financial
Analysis
16.11.6. SWOT
Analysis
16.11.7. Business
Strategies
16.12. White
Hutchinson Leisure X Learning Group
16.12.1. Company
Details
16.12.2. Company
Overview
16.12.3. Product
Offerings
16.12.4. Key
Developments
16.12.5. Financial
Analysis
16.12.6. SWOT
Analysis
16.12.7. Business
Strategies
16.13. Zee
Learn Ltd.
16.13.1. Company
Details
16.13.2. Company
Overview
16.13.3. Product
Offerings
16.13.4. Key
Developments
16.13.5. Financial
Analysis
16.13.6. SWOT
Analysis
16.13.7. Business Strategies
16.14. Other
Market Participants
17. Key
Findings
Note: This ToC is
tentative and can be changed according to the research study conducted during
the course of report completion.
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