Edutainment Status and Trend Report (2020-2030)
The Edutainment industry is projected to grow from USD 5.76 Billion in 2022 to USD 17.99 billion by 2030, exhibiting a compound annual growth rate (CAGR) of 17.99% during the forecast period (2022 - 2030).
Edutainment Market: The Edutainment market is driven by an increasing disposable income with a healthy CAGR of ~17.99% during the forecast period of 2022 to 2030.
According to a comprehensive research report by Market Research Future (MRFR), “Edutainment Market: By Service Type, By Revenue Source, By End User, By Region – Market Forecast Till 2030”, the market is predicted to thrive substantially during the assessment era from 2020 to 2030 at a healthy CAGR of approximately 17.99% to attain a valuation of around USD 17.99 Billion by the end of 2030.
Market Research Future Insights
According to MRFR analysis, the global Edutainment market is expected to register a CAGR of ~17.1% from 2022 to 2030 and hold a value of over USD 18 billion by 2030.
Edutainment Market Competitive Analysis:
The list of leading contributors across the global market for Edutainment Market includes companies such as:
- Brightcove Inc.
- Tata Sons Private Limited
- KNeoMedia Limited
- KidZania Operations S.A.R.L.
- Kramer Electronics and LEGOLAND Discovery Center
- Kaltura Inc.
- Kidz Holding S.A.L.
- E.L. Data Services L.L.P.
- Meraasm
- Reliance Jio Infocomm Limited
- d'Vinci Interactive Inc.
- zSpace Inc
- Time4Learning
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Edutainment is the combination of education and entertainment. It is the use of entertainment mediums such as games, videos, and virtual reality to educate and engage learners. It is a popular method of teaching that encourages active learning and improves the retention of information. The COVID-19 pandemic has greatly impacted the education system, with many schools and universities moving to online learning. Edutainment has become an important tool for educators to keep students engaged and motivated during this time.
Market Segmentation
The Global Edutainment market has been segmented into type, revenue source, and end user.
Based on the type, the market has been segmented into Non-Interactive/Spectator Service and Interactive/Participatory Service.
Based on the revenue source, the market has been segmented into Advertising, Ticket Fees, and Partnerships.
Based on the end user, the market has been segmented into Individuals, Schools and Universities.
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Edutainment Service Type Outlook:
- Non-Interactive/Spectator Service
- Interactive/Participatory Service
Edutainment Revenue Source Outlook:
- Advertising
- Ticket Fees
- Partnership
Edutainment End User Outlook:
- Individuals
- Schools
- Universities
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Regional Analysis
The Asia-Pacific region is projected to experience higher market growth during the forecast period due to the presence of numerous telecommunication enterprises in the area. Additionally, the affordable and reliable internet connectivity provides a foundation for Edutainment market solutions to prosper during the forecast period. The growing consumer base for smartphones and smartphone-enabled online gaming platforms, as well as an increasing number of applications on smart devices and gaming devices, are all promoting the overall growth of Edutainment market applications.
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Market Research Future (MRFR) is a global market research company that takes pride in its services, offering a complete and accurate analysis regarding diverse markets and consumers worldwide. Market Research Future has the distinguished objective of providing the optimal quality research and granular research to clients. Our market research studies by products, services, technologies, applications, end users, and market players for global, regional, and country level market segments, enable our clients to see more, know more, and do more, which help answer your most important questions.
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