Global Edutainment Market (SARS-CoV-2, Covid-19 Analysis) Global Demand, Sales, Consumption and Forecasts

Posted September 9, 2020 by Gauri04

The incidence of several edutainment companies and very robust educational contests is additionally helping in the development of the edutainment market.

A new market study, titled “ Global Edutainment Market Research Report Size, Status and Forecast 2017-2023” has been featured on Market Research Future.

Global Edutainment Market Research Report offer detailed insights on the impact of COVID-19 at an industry level, a regional level, and subsequent supply chain operations. This customized report will also help clients keep up with new product launches in direct & indirect COVID-19 related markets, upcoming vaccines and pipeline analysis, and significant developments in vendor operations and government regulations.

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Market Forecast

Global Edutainment Market is expected to cross USD 10.11 Billion by 2025 at a CAGR of 11.61%.

Market Synopsis

The edutainment model is increasingly being adopted worldwide due to its better rates of developing reading, comprehension, and cognitive skills.

A proliferation of smart devices and increasing game designing ease is also boosting this market.

Market USP

Better educational model than traditional educational models, especially for children, teens, and young adults.

Market Drivers

Increase in smart device users in the below 25 age categories
Ease of game design
Increased adoption of edutainment globally
Excellent platform for certain subjects such as languages and history
Increased investments by large gaming and educational businesses
Enhancement of children’s social skills
Market Restraints

Skepticism about the educational value of edutainment
Lack of recognition granted to traditional educational systems

By Service Type

Non-Interactive/Spectator Service: A small segment within this market, non-interactive edutainment is usually limited to niche topics with low demand. Rather than serving as an in-depth educational tool for these topics, non-interactive edutainment serves as an additional study guide.
Interactive/Participatory Service: The larger segment, interactive edutainment is preferred due to its better educational properties, wider knowledge base, and its secondary quality of enhancing social skills, especially for individuals in their formative years.
By Revenue Source

Advertising: The largest segment, the principal revenue source for most edutainment services is advertising.
Ticket Fees: Ticket fees are charged by some dedicated edutainment apps and resources that wish to concentrate on the source matter without concern for the concessions that must be undertaken for an advertising-based revenue model.
Partnership: Realizing the advantage of edutainment many schools, universities, and other educational institutes partner with edutainment companies. This ensures an excellent hybridization where the edutainment company gains official recognition due to their tie-ups while the educational institutes get an excellent tool with which to enhance their knowledge imparting capabilities.
By End User

Individuals: A large segment, individuals contribute heavily within the edutainment video game market as video games are bought individually.
Schools: The largest market within this segment, schools are increasingly tying up with edutainment companies to provide handy tools and apps for their students to learn on.
Universities: Universities are a growing market segment for edutainment. Almost all university students have either a smart device or a PC.
By Region

North America: Edutainment has a strong presence in North America. This region is responsible for many games and shows which are created specifically for their educational value.
Europe: Embracing the concept of edutainment completely, Europe is an excellent market for all types of edutainment services with numerous collaborations with public and private schools as well as numerous universities.
Asia-Pacific: The largest market for edutainment, Asia-Pacific has the highest number of smart device users and a very large pre-adult population, factors which are driving the market for the region. The presence of numerous edutainment companies and very strong educational competition is further aiding in the growth of the market.
Middle East & Africa: This region has a lot of market potential due to the very large percentage of young individuals and a gradual percolation of smart devices.
South America: The South American market is small, but it offers a tremendous advantage due to the use of Spanish throughout most of its constituent countries, making it easy to design apps and games.
Key Players

Brightcove Inc.
Tata Sons Private Limited
KNeoMedia Limited
KidZania Operations S.A.R.L.
Kramer Electronics
LEGOLAND Discovery Center
Kaltura, Inc.
Kidz Holding S.A.L.
AEL Data Services LLP
Reliance Jio Infocomm Limited
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