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Edutainment Market 2021: SWOT Analysis, Key Players, Industry Trends and Forecast 2028

The comprehensive Edutainment market report provides accurate and thorough information about prospective and existing customers, the competition, and the industry in general as it is the foundation of all successful business ventures. An absolute market data and insights allows business owners to determine the feasibility of a business before committing substantial resources to the venture. Market research report contains relevant data to help solve marketing challenges that a business will most likely face which is an integral part of the business planning process. With the Edutainment market document, outperform competitors using accurate up-to-date demand-side dynamics information.

Edutainment market report offers marketing and business managers a platform to obtain critical information about their consumers so that existing customers can be retained and new ones can be got onboard. The market report helps in understanding customer inclination towards purchasing products. It also provides the details such as whether the customers will spend a certain amount of money for their products, inclination levels among customers about upcoming features or products, what are their thoughts about the competitor products etc. Data gathered using Edutainment market report is instrumental in making major changes in the business which reduces the degree of risks involved in taking important business decisions.

Global edutainment market is expected to grow with the healthy CAGR of 15.8% in the forecast period of 2019-2026. The report contains data of the base year 2018 and historic year 2017.This rise in the market value can be attributed to the increasing focus on investments by established players.

Market Definition: Global Edutainment Market

Edutainment is the combination of entertainment and education. The main purpose of edutainment is to create interest and attention of the teenagers and kids by engaging their feelings through a computer monitor containing brightly coloured animations. Edutainment market is changing for low cost games. The advantages of edutainment include improvement in creativity & visualization, personalized learning, collaborative and interactive learning as well as teaching methods. This will also help to develop digital culture in colleges, schools, universities as well as other educational institutes.

Market Drivers:

Increasing investments by established players for edutainment centers is driving the growth of the market
Introduction of advanced technology such as implementation of augmented and virtual reality technology in the education field may propel the market in the forecast period
Growing usage of social media, video streaming and mobile apps is fuelling the market growth
Rising disposable income will also boost the market in the forecast period

Market Restraints:

Design complexity pertaining to the edutainment product may hamper the growth of the market
Lack of awareness about the model is restraining the market in the forecast period
High investment cost will also hinder the market growth

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Segmentation: Global Edutainment Market

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 Gaming Type

Interactive
Non-Interactive
Explorative
Hybrid Combination Games

By Visitor Demographics

Children (0-12 years)
Teenager (13-18 years)
Young Adult (19-25 years)
Adult (25 + years)

By Revenue Source

Entry Fees & Tickets
Food & Beverages
Merchandising
Advertising
Others

By Geography

North America
S.
Canada
Mexico
Europe
Germany
Italy
K.
France
Spain
Netherlands
Belgium
Switzerland
Turkey
Russia
Rest of Europe
Asia-Pacific
Japan
China
India
South Korea
Australia
Singapore
Malaysia
Thailand
Indonesia
Philippines
Rest of Asia-Pacific
South America
Brazil
Argentina
Rest of South America
Middle East and Africa
Saudi Arabia
A.E
South Africa
Egypt
Israel
Rest of Middle East and Africa

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Key Development in the Market:

In April 2018, Kinsane Entairtainment Inc. had introduced edutainment app named “Kin Toons-Nursery Rhyme DJ” which is available on App Store. This app is available for various countries in the world including Australia, U.S., New Zealand, India, Singapore, Malaysia, Indonesia, Thailand, Vietnam and Philippines. With, this app the kids were able to learn difficult lessons very easily. Thus, the app launch will further help to increase the profit margin of the company
In January 2018, ConveGenius launched a multi-player contest platform and an edutainment gaming network ‘Battle of Minds’ which will strengthen edutainment gaming network. After this launch, the beta version of the Battle of Minds app had more than 700,000 plus screen views, 7,000 plus signups and over 100,000 plus challenges played within one month. With, this launch, the company has enhanced its product portfolio in the market

Competitive Analysis

Global edutainment market is highly fragmented and the major players have used various strategies such as new product launches, expansions, agreements, joint ventures, partnerships, acquisitions, and others to increase their footprints in this market. The report includes market shares of edutainment market for Global, Europe, North America, Asia-Pacific, South America and Middle East & Africa.

Major Market Players

Few of the major competitors currently working in global edutainment market are Kidzania, The Plabo, Pororo Park, UAB Educatus, Meraas, A MAJID AL FUTTAIM COMPANY, Kidz Holding., EON Reality Inc., Jam Origin, K11, Plabo among others.

The Edutainment market competitive landscape provides details by competitor. Details included are company overview, company financials, revenue generated, market potential, investment in research and development, new market initiatives, global presence, production sites and facilities, production capacities, company strengths and weaknesses, product launch, product width and breadth, application dominance. The above data points provided are only related to the companies’ focus related to Edutainment market.

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Prominent players in the market are predicted to face tough competition from the new entrants. However, some of the key players are targeting to acquire the startup companies in order to maintain their dominance in the global market. For a detailed analysis of key companies, their strengths, weaknesses, threats, and opportunities are measured in the report by using industry-standard tools such as the SWOT analysis. Regional coverage of key companies is covered in the report to measure their dominance. Key manufacturers of Edutainment market are focusing on introducing new products to meet the needs of the patrons. The feasibility of new products is also measured by using industry-standard tools.

Key companies are increasing their investments in research and development activities for the discovery of new products. There has also been a rise in the government funding for the introduction of new Edutainment market. These factors have benefited the growth of the global market for Edutainment. Going forward, key companies are predicted to benefit from the new product launches and the adoption of technological advancements. Technical advancements have benefited many industries and the global industry is not an exception.

Reasons to Purchase this Report:

Market segmentation analysis including qualitative and quantitative research incorporating the impact of economic and policy aspects
Regional and country level analysis integrating the demand and supply forces that are influencing the growth of the market.
Market value USD Million and volume Units Million data for each segment and sub-segment
Competitive landscape involving the market share of major players, along with the new projects and strategies adopted by players in the past five years
Comprehensive company profiles covering the product offerings, key financial information, recent developments, SWOT analysis, and strategies employed by the major market players

(**NOTE: Our analysts monitoring the situation across the globe explains that the market will generate remunerative prospects for producers post COVID-19 crisis. The report aims to provide an additional illustration of the latest scenario, economic slowdown, and COVID-19 impact on the overall industry.)

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Table of Content:

PART 01: EXECUTIVE SUMMARY

PART 02: SCOPE OF THE REPORT

PART 03: RESEARCH METHODOLOGY

PART 04: INTRODUCTION

Market outline

PART 05: MARKET LANDSCAPE

Market ecosystem
Market characteristics
Market segmentation analysis

PART 06: MARKET SIZING

Market definition
Market sizing 2021
Market size and forecast

PART 07: FIVE FORCES ANALYSIS

Bargaining power of buyers
Bargaining power of suppliers
Threat of new entrants
Threat of substitutes
Threat of rivalry
Market condition

PART 08: MARKET SEGMENTATION BY PRODUCT

Global Edutainment market by product
Comparison by product
Market opportunity by product

PART 09: MARKET SEGMENTATION BY DISTRIBUTION CHANNEL

Global Edutainment market by distribution channel
Comparison by distribution channel
Global Edutainment market by offline distribution channel
Global Edutainment market by online distribution channel
Market opportunity by distribution channel

PART 10: CUSTOMER LANDSCAPE

PART 11: MARKET SEGMENTATION BY END-USER

Global Edutainment market by end-user
Comparison by end-user

PART 12: REGIONAL LANDSCAPE

Global licensed Edutainment market by geography
Regional comparison
Licensed Edutainment market in Americas
Licensed Edutainment market in EMEA
Licensed Edutainment market in APAC
Market opportunity

PART 13: DECISION FRAMEWORK

PART 14: DRIVERS AND CHALLENGES

Market drivers
Market challenges

PART 15: MARKET TRENDS

PART 16: VENDOR LANDSCAPE

Overview
Landscape disruption
Competitive scenario

PART 17: VENDOR ANALYSIS

Vendors covered
Vendor classification
Market positioning of vendors

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