Edutainment Market Forecast to 2028 - COVID-19 Impact and Global Analysis By Size, Share & Trends, Drivers, Restraints, Opportunities, Manufacturer, Applications, And Segments

  • AMR-1065646
  • May 2021
  • Telecommunications and Wireless
  • 109 Pages
The Edutainment market research report provides an in-depth analysis of the currents trends, latest developments, scenario, market size, various drivers, restraints, and major players along with their profile details. Research report offers the historic data for year 2018 and 2019 and also provides the forecast data from year 2020 to 2028 which is based on revenue (USD Million). With the help of all these information research report helps the market participants to improve market positions. With the help of all these insights Edutainment market research report recommends a business strategy for present market participants to strengthen their position in the market.
 
Report Parameters Details of Parameter
Market Size xx Million
Based Year 2020
Forecast Period Covered 2020 – 2028
Units for value Revenue in USD million and CAGR from 2020 to 2028
Covered Segments Component, Types, Applications, End-Users, and more.
Companies Covered DEVAR, EON Reality, Inc., Jam Origin ApS, Kidz Holding S.A.L, Legoland Discovery Center, Little Explorers, Mattel Play! Town, Plabo, Pororo Parks, Totter\'s Otterville
Region Covered North America, Europe, Asia Pacific, Latin America, Middle East and Africa

COVID-19 Impact Analysis
The analysis of covid-19 is based on the impact of the current pandemic situation on market scenarios. This includes impact of covid-19 outbreak on overall revenue, market segments as well as regional market. The report also puts light on detailed impact analysis by taking into consideration all the government policies imposed during the pandemic situation, temporary shutdown of manufacturing units, current state of supply chain and distributors, and its future impacts on the growth of overall market. The market study will assist user to understand the global demand and impose strategic business plans to compete with the peers.

Furthermore, the research report includes the detailed information about major players and provides the data regarding the current market scenario as well as upcoming market opportunities or challenges. Similarly, in segment report covers the types, and applications according to the countries and key regions. The research report consists the various drivers and restraints for Edutainment market along with their effects over the forecast period. Similarly, according to the region Edutainment market research report includes the study of opportunities available in the market situation.

The Edutainment market research report provides the in-depth data analysis by using the various graphs, figures, charts, and tables. Furthermore, the report provides the different business challenges which are impacting market growth in all direction.

Major Key Players for Global Edutainment Market:
The Edutainment market research report offers the company profile of major key players including progress trends, competitive landscape breakdown, and key in regions development status. DEVAR, EON Reality, Inc., Jam Origin ApS, Kidz Holding S.A.L, Legoland Discovery Center, Little Explorers, Mattel Play! Town, Plabo, Pororo Parks, Totter\'s Otterville

Edutainment Market Segmentation Analysis:
by Gaming Type
Interactive
Non-interactive
Explorative
Hybrid
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
Source of Revenue
Entry Fees and Tickets
Food and Beverages
Merchandising
Advertising
Others

Global Edutainment Market Segmentation by Regions:
In regional analysis, Edutainment market research report provides the detailed analysis from various regions and also contains the detailed analysis of country. Along with market revenue, market value report also offers the forecast analysis for the following countries and regions. Global Edutainment market report covers the various geographical regions such as North America, Asia-Pacific, Europe, Latin America, and Middle East & Africa. Also, various countries included are Canada, U.K., France, the U.S., Japan, China, India, and Germany and so on.

North America Region for Edutainment Market: Value and Forecast
  • U.S.
  • Canada
 Europe Region for Edutainment Market: Value and Forecast
  • UK
  • Germany
  • France
  • Rest of the Europe
 Asia Pacific Region for Edutainment Market: Value and Forecast
  • China
  • Japan
  • India
  • Rest of the Asia Pacific
 Latin America Region for Edutainment Market: Value and Forecast
  • Mexico
  • Brazil
  • Rest of the Latin America
 Middle East and Africa for Edutainment Market: Value and Forecast
  • GCC Countries
  • South Africa
  • Rest of Middle East and Africa


Important Points Covered by Report:
  • To analyze the value of the Edutainment market, according to the key region.
  • To study the Edutainment market current trends, prospects and also their participation in the entire sector.
  • Report consists the in-depth information related to the region/countries, major key players, current trends and their analysis, product type, applications, and other background information
  • Report provides the detailed information about drivers, restraints and future scope of Edutainment market.
  • Report covers the information about historic data analysis as well as forecast period analysis.

Global Edutainment research report consist the information about overall sales and revenue during the historic and forecasted period of 2018 to 2028. Additionally, this report covers the inside and out factual examination and the market elements and requests which give an entire situation of the business.

Key Analytical Areas:
The report aims to offer a complete solution to various businesses operating in the Edutainment market in making strategic decisions based on credible information and actionable insights. Thereby, the report covers various aspects of your requirements such as industry overview, market dynamics, regional analysis and competitive landscape. The report aims to provide insights to businesses in the Edutainment market for numerous purposes such as:

    1. Strategic Decision Making:
With the help of this report, key decision makers can quickly analyze and identify growth opportunities in terms of numerous segments across various geographical regions. Thereby, this report enables organizations to identify and make strategic investments in specific market segments in order to gain maximum return on investment.

     2. Actionable Insights:
The report offers a deep dive into how companies are leveraging market conditions to make the most in the Edutainment market. Thereby, the report offers numerous actionable insights into the best practices and key success factors relevant in the Edutainment market. Using the insights included in the report, businesses can make quick decisions to achieve success in business operations.

     3. Competitive Snapshot:
In addition, to detailed information on the companies operating in the Edutainment market, the report also includes a competitive snapshot of all the companies covered in the report. Thereby, this offers a visual representation of how all the companies stand comparatively based on their competencies, geographic presence, market hold, years of operations, employee and financial strength, among others.

Manufacturers and Segments

  • DEVAR
  • EON Reality, Inc.
  • Jam Origin ApS
  • Kidz Holding S.A.L
  • Legoland Discovery Center
  • Little Explorers
  • Mattel Play! Town
  • Plabo
  • Pororo Parks
  • Totter's Otterville
  • Interactive
  • Non-interactive
  • Explorative
  • Hybrid
  • Entry Fees and Tickets
  • Food and Beverages
  • Merchandising
  • Advertising
  • Others

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1. Preface
     1.1. Report Scope and Description
     1.2. Research Methodology
          1.2.1. Phase I-Secondary Research
          1.2.2. Phase II-Primary Research
          1.2.3. Phase II-Expert Panel Review
          1.2.4. Assumptions
          1.2.5. Approach Adopted

2. Executive Summarysegment Form
     2.1. Global Edutainment Market Snapshot
          2.1.1. Global Edutainment Market By Gaming Type,2019
               2.1.1.1.Interactive
               2.1.1.2.Non-interactive
               2.1.1.3.Explorative
               2.1.1.4.Hybrid
          2.1.2. Global Edutainment Market By Source of Revenue,2019
               2.1.2.1.Entry Fees and Tickets
               2.1.2.2.Food and Beverages
               2.1.2.3.Merchandising
               2.1.2.4.Advertising
               2.1.2.5.Others
          2.1.3. Global Edutainment Market By End-use,2019
          2.1.4. Global Edutainment Market By Geography,2019

3. Global Edutainment Market Dynamics
     3.1. Market Overview
     3.2. Market Inclination Insights Analysis
     3.3. Drivers
     3.4. Challenges
     3.5. Future Prospects
     3.6. Impact Analysis of Drivers and Challenges During the Forecast Period, (2020-2028)

4. Global Edutainment Market Size (US$), By Gaming Type, 2018 – 2028 
     4.1. Overview
          4.1.1. Market Share Analysis By Gaming Type, 2019 vs.2028
          4.1.2. Attractive Investment Proposition By Gaming Type, 2020
     4.2. Global Edutainment Market Size (US$), By Gaming Type, 2018 – 2028

5. Global Edutainment Market Size (US$), By Source of Revenue, 2018 – 2028 
     5.1. Overview
          5.1.1. Market Share Analysis By Source of Revenue, 2019 vs.2028
          5.1.2. Attractive Investment Proposition By Source of Revenue, 2020
     5.2. Global Edutainment Market Size (US$), By Source of Revenue, 2018 – 2028

6. Global Edutainment Market Size (US$), By End-use, 2018 – 2028 
     6.1. Overview
          6.1.1. Market Share Analysis By End-use, 2019 vs.2028
          6.1.2. Attractive Investment Proposition By End-use, 2020
     6.2. Global Edutainment Market Size (US$), By End-use, 2018 – 2028

7. Global Edutainment Market Size (US$), By Geography, 2018 – 2028
     7.1. Overview
          7.1.1. Market Share Analysis by Geography, 2019 vs. 2028
          7.1.2. Attractive Investment Proposition by Geography, 2020
     7.2. North America Edutainment Market Analysis, 2018 – 2028 
          7.2.1. North America Edutainment Market Size (US$), By Country, 2018 – 2028 
               7.2.1.1. U.S.
               7.2.1.2. Canada
          7.2.2. North America Edutainment Market Size (US$), By Gaming Type, 2018 – 2028
          7.2.3. North America Edutainment Market Size (US$), By Source of Revenue, 2018 – 2028
          7.2.4. North America Edutainment Market Size (US$), By End-use, 2018 – 2028
     7.3. Europe Edutainment Market Analysis, 2018 – 2028 
          7.3.1.  Europe Edutainment Market Size (US$), By Country, 2018 – 2028 
               7.3.1.1. U.K.
               7.3.1.2. Germany
               7.3.1.3. France
               7.3.1.4. Rest of Europe
          7.3.2. Europe Edutainment Market Size (US$), By Gaming Type, 2018 – 2028
          7.3.3. Europe Edutainment Market Size (US$), By Source of Revenue, 2018 – 2028
          7.3.4. Europe Edutainment Market Size (US$), By End-use, 2018 – 2028
     7.4. Asia Pacific Edutainment Market Analysis , 2018 – 2028
          7.4.1.  Asia Pacific Edutainment Market Size (US$), By Country, 2018 – 2028 
               7.4.1.1. China
               7.4.1.2. Japan
               7.4.1.3. India
               7.4.1.4. Rest of Asia Pacific
          7.4.2. Asia Pacific Edutainment Market Size (US$), By Gaming Type, 2018 – 2028
          7.4.3. Asia Pacific Edutainment Market Size (US$), By Source of Revenue, 2018 – 2028
          7.4.4. Asia Pacific Edutainment Market Size (US$), By End-use, 2018 – 2028
     7.5. Latin America Edutainment Market Analysis, 2018 – 2028 
          7.5.1.  Latin America Edutainment Market Size (US$), By Country, 2018 – 2028 
               7.5.1.1. Brazil
               7.5.1.2. Mexico
               7.5.1.3. Rest of Latin America
          7.5.2. Latin America Edutainment Market Size (US$), By Gaming Type, 2018 – 2028
          7.5.3. Latin America Edutainment Market Size (US$), By Source of Revenue, 2018 – 2028
          7.5.4. Latin America Edutainment Market Size (US$), By End-use, 2018 – 2028
     7.6. Middle East & Africa (MEA) Edutainment Market Analysis, 2018 – 2028 
          7.6.1.  MEA Edutainment Market Size (US$), By Region, 2018 – 2028 
               7.6.1.1. GCC Countries
               7.6.1.2. South Africa
               7.6.1.3. Rest of MEA
          7.6.2. MEA Edutainment Market Size (US$), By Gaming Type, 2018 – 2028
          7.6.3. MEA Edutainment Market Size (US$), By Source of Revenue, 2018 – 2028
          7.6.4. MEA Edutainment Market Size (US$), By End-use, 2018 – 2028

8. Company Profiles
     8.1. Competitive Analysis 
     8.2. Market Positioning of Key Vendors 
     8.3. Key Strategies adopted by the Leading Players
     8.4. Key Edutainment Providers
        8.4.1 DEVAR
                8.4.1.1 Business Description
                8.4.1.2 DEVAR Geographic Operations
                8.4.1.3 DEVAR Financial Information
                8.4.1.4 DEVAR Product Positions/Portfolio
                8.4.1.5 DEVAR Key Developments
        8.4.2 EON Reality, Inc.
                8.4.2.1 Business Description
                8.4.2.2 EON Reality, Inc. Geographic Operations
                8.4.2.3 EON Reality, Inc. Financial Information
                8.4.2.4 EON Reality, Inc. Product Positions/Portfolio
                8.4.2.5 EON Reality, Inc. Key Developments
        8.4.3 Jam Origin ApS
                8.4.3.1 Business Description
                8.4.3.2 Jam Origin ApS Geographic Operations
                8.4.3.3 Jam Origin ApS Financial Information
                8.4.3.4 Jam Origin ApS Product Positions/Portfolio
                8.4.3.5 Jam Origin ApS Key Developments
        8.4.4 Kidz Holding S.A.L
                8.4.4.1 Business Description
                8.4.4.2 Kidz Holding S.A.L Geographic Operations
                8.4.4.3 Kidz Holding S.A.L Financial Information
                8.4.4.4 Kidz Holding S.A.L Product Positions/Portfolio
                8.4.4.5 Kidz Holding S.A.L Key Developments
        8.4.5 Legoland Discovery Center
                8.4.5.1 Business Description
                8.4.5.2 Legoland Discovery Center Geographic Operations
                8.4.5.3 Legoland Discovery Center Financial Information
                8.4.5.4 Legoland Discovery Center Product Positions/Portfolio
                8.4.5.5 Legoland Discovery Center Key Developments
        8.4.6 Little Explorers
                8.4.6.1 Business Description
                8.4.6.2 Little Explorers Geographic Operations
                8.4.6.3 Little Explorers Financial Information
                8.4.6.4 Little Explorers Product Positions/Portfolio
                8.4.6.5 Little Explorers Key Developments
        8.4.7 Mattel Play! Town
                8.4.7.1 Business Description
                8.4.7.2 Mattel Play! Town Geographic Operations
                8.4.7.3 Mattel Play! Town Financial Information
                8.4.7.4 Mattel Play! Town Product Positions/Portfolio
                8.4.7.5 Mattel Play! Town Key Developments
        8.4.8 Plabo
                8.4.8.1 Business Description
                8.4.8.2 Plabo Geographic Operations
                8.4.8.3 Plabo Financial Information
                8.4.8.4 Plabo Product Positions/Portfolio
                8.4.8.5 Plabo Key Developments
        8.4.9 Pororo Parks
                8.4.9.1 Business Description
                8.4.9.2 Pororo Parks Geographic Operations
                8.4.9.3 Pororo Parks Financial Information
                8.4.9.4 Pororo Parks Product Positions/Portfolio
                8.4.9.5 Pororo Parks Key Developments
        8.4.10 Totter's Otterville
                8.4.10.1 Business Description
                8.4.10.2 Totter's Otterville Geographic Operations
                8.4.10.3 Totter's Otterville Financial Information
                8.4.10.4 Totter's Otterville Product Positions/Portfolio
                8.4.10.5 Totter's Otterville Key Developments

LIST OF TABLES

TABLE 1 Market Snapshot: Global Edutainment Market 
TABLE 2 Impact Indicators 
TABLE 3 Impact Analysis of Drivers and Restraints 
TABLE 4 North America Edutainment Market Revenue, By Gaming Type, 2018 – 2028 (US$ Mn) 
TABLE 5 North America Edutainment Market Revenue, By Source of Revenue, 2018 – 2028 (US$ Mn) 
TABLE 6 North America Edutainment Market Revenue, By End-use, 2018 – 2028 (US$ Mn) 
TABLE 7 Europe Edutainment Market Revenue, By Gaming Type, 2018 – 2028 (US$ Mn) 
TABLE 8 Europe Edutainment Market Revenue, By Source of Revenue, 2018 – 2028 (US$ Mn) 
TABLE 9 Europe Edutainment Market Revenue, By End-use, 2018 – 2028 (US$ Mn) 
TABLE 10 Asia Pacific Edutainment Market Revenue, By Gaming Type, 2018 – 2028 (US$ Mn) 
TABLE 11 Asia Pacific Edutainment Market Revenue, By Source of Revenue, 2018 – 2028 (US$ Mn) 
TABLE 12 Asia Pacific Edutainment Market Revenue, By End-use, 2018 – 2028 (US$ Mn) 
TABLE 13 Latin America Edutainment Market Revenue, By Gaming Type, 2018 – 2028 (US$ Mn) 
TABLE 14 Latin America Edutainment Market Revenue, By Source of Revenue, 2018 – 2028 (US$ Mn) 
TABLE 15 Latin America Edutainment Market Revenue, By End-use, 2018 – 2028 (US$ Mn)
TABLE 16 MEA Edutainment Market Revenue, By Gaming Type, 2018 – 2028 (US$ Mn) 
TABLE 17 MEA Edutainment Market Revenue, By Source of Revenue, 2018 – 2028 (US$ Mn) 
TABLE 18 MEA Edutainment Market Revenue, By End-use, 2018 – 2028 (US$ Mn)

LIST OF FIGURES

FIG. 1 Global Edutainment: Market Segmentation 
FIG. 2 Global Edutainment Market: Research Methodology 
FIG. 3 Top-Down and Bottom-up Approach 
FIG. 4 Global Edutainment Market, By Gaming Type, 2019 (US$ Mn) 
FIG. 5 Global Edutainment Market, By Source of Revenue, 2019 (US$ Mn) 
FIG. 6 Global Edutainment Market, By End-use, 2019 (US$ Mn) 
FIG. 7 Global Edutainment Market, By Geography, 2019 (US$ Mn) 
FIG. 8 Global Edutainment Market Revenue and Growth, 2018 – 2028, (US$ Mn) (Y-o-Y %)
FIG. 9 Attractive Investment Proposition 
FIG. 10 Market Positioning of Key Edutainment Providers, 2019
FIG. 11 Global Edutainment Market Revenue Contribution, By Gaming Type, 2019 & 2028 (Value %) 
FIG. 12 Global Edutainment Market Revenue Contribution, By Source of Revenue, 2019 & 2028 (Value %) 
FIG. 13 Global Edutainment Market Revenue Contribution, By End-use, 2019 & 2028 (Value %) 
FIG. 14 North America Edutainment Market Revenue, 2018 – 2028, (US$ Mn) 
FIG. 15 Europe Edutainment Market Revenue, 2018 – 2028, (US$ Mn) 
FIG. 16 Asia Pacific Edutainment Market Revenue, 2018 – 2028, (US$ Mn) 
FIG. 17 Latin America Edutainment Market Revenue, 2018 – 2028, (US$ Mn)
FIG. 18 MEA Edutainment Market Revenue, 2018 – 2028, (US$ Mn)

Key Takeaways:

1. Market value and estimate of the Edutainment market for the period from 2020 to 2028
2. Compounded annual growth rate (CAGR%) for individual segments in various regional markets for a period from 2020 to 2028
3. Value chain analysis
4. Market share study combined with competitive landscape of major players
5. Profiles of major market players covering overall business operations, geographic occurrence, product portfolio, financial status and news coverage 

List of Tables

TABLE  Market Snapshot: Global Edutainment Market
TABLE  Impact Pointers
TABLE  Impact Analysis of Drivers and Restraints
TABLE  North America Edutainment Market Value, By Segment1, 2018 – 2028
TABLE  North America Edutainment Market Value, By Segment2, 2018 – 2028
TABLE  North America Edutainment Market Value, By Country, 2018 – 2028
TABLE  Europe Edutainment Market Value, By Segment1, 2018 – 2028
TABLE  Europe Edutainment Market Value, By Segment2, 2018 – 2028
TABLE  Europe Edutainment Market Value, By Country, 2018 – 2028
TABLE  Asia Pacific Edutainment Market Value, By Segment1, 2018 – 2028
TABLE  Asia Pacific Edutainment Market Value, By Segment2, 2018 – 2028
TABLE  Asia Pacific Edutainment Market Value, By Country, 2018 – 2028
TABLE  Latin America Edutainment Market Value, By Segment1, 2018 – 2028
TABLE  Latin America Edutainment Market Value, By Segment2, 2018 – 2028
TABLE  Latin America Edutainment Market Value, By Country, 2018 – 2028
TABLE  MEA Edutainment Market Value, By Segment1, 2018 – 2028
TABLE  MEA Edutainment Market Value, By Segment2, 2018 – 2028
TABLE  MEA Edutainment Market Value, By Country, 2018 – 2028
TABLE  DEVAR: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  EON Reality, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  Jam Origin ApS: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  Kidz Holding S.A.L: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  Legoland Discovery Center: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  Little Explorers: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  Mattel Play! Town: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  Plabo: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  Pororo Parks: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  Totter's Otterville: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
 

List of Figures

FIG.  Global Edutainment Market: Research Methodology
FIG.  Top-Down and Bottom Up Approach
FIG.  Global Edutainment Market, By Segment1, 2019 (US$ Mn)
FIG.  Global Edutainment Market, By Segment2, 2019 (US$ Mn)
FIG.  Global Edutainment Market, By Geography, 2019 (US$ Mn)
FIG.  Global Edutainment Market Value and Growth, 2018 – 2028, (US$ Mn) (Y-o-Y %)
FIG.  Attractive Investment Proposition
FIG.  Market Positioning of Key Edutainment Providers, 2016
FIG.  Global Edutainment Market Value Share, By Segment1, 2019 & 2028 (% Value)
FIG.  Global Non-interactive Market Value, 2018 – 2028, (US$ Mn)
FIG.  Global Explorative Market Value, 2018 – 2028, (US$ Mn)
FIG.  Global Hybrid Market Value, 2018 – 2028, (US$ Mn)
FIG.  Global Market Value, 2018 – 2028, (US$ Mn)
FIG.  Global Edutainment Market Value Share, By Segment2, 2019 & 2028 (% Value)
FIG.  Global Food and Beverages Market Value, 2018 – 2028, (US$ Mn)
FIG.  Global Merchandising Market Value, 2018 – 2028, (US$ Mn)
FIG.  Global Advertising Market Value, 2018 – 2028, (US$ Mn)
FIG.  Global Others Market Value, 2018 – 2028, (US$ Mn)
FIG.  Global Market Value, 2018 – 2028, (US$ Mn)
FIG.  U.S. Edutainment Market Value, 2018 – 2028, (US$ Mn)
FIG.  Canada Edutainment Market Value, 2018 – 2028, (US$ Mn)
FIG.  UK Edutainment Market Value, 2018 – 2028, (US$ Mn)
FIG.  Germany Edutainment Market Value, 2018 – 2028, (US$ Mn)
FIG.  France Edutainment Market Value, 2018 – 2028, (US$ Mn)
FIG.  Rest of Europe Edutainment Market Value, 2018 – 2028, (US$ Mn)
FIG.  China Edutainment Market Value, 2018 – 2028, (US$ Mn)
FIG.  Japan Edutainment Market Value, 2018 – 2028, (US$ Mn)
FIG.  India Edutainment Market Value, 2018 – 2028, (US$ Mn)
FIG.  Rest of Asia Pacific Edutainment Market Value, 2018 – 2028, (US$ Mn)
FIG.  Mexico Edutainment Market Value, 2018 – 2028, (US$ Mn)
FIG.  Brazil Edutainment Market Value, 2018 – 2028, (US$ Mn)
FIG.  Rest of Latin America Edutainment Market Value, 2018 – 2028, (US$ Mn)
FIG.  GCC Countries Edutainment Market Value, 2018 – 2028, (US$ Mn)
FIG.  South Africa Edutainment Market Value, 2018 – 2028, (US$ Mn)
FIG.  Rest of MEA Edutainment Market Value, 2018 – 2028, (US$ Mn)