Edutainment Market 2021 Industry Statistics, Emerging Opportunities, Revenue and Volume Analysis by 2030


(MENAFN- America News Hour) In a recent published report, Kenneth Research has updated the market report for  Edutainment Market  for 2021 till 2030. Report further now discusses; the various strategies to be adopted or being adopted by the business players across the globe at various levels in the value chain. In the view of the global economic slowdown, we further estimated that China, India, Japan and South Korea to recover fastest amongst all the countries in the Asian market. Germany, France, Italy, Spain to take the worst hit and this hit is expected to be regain 25% by the end of 2021- Positive Growth in the economic demand and supply.

U.S. Market recovers fast; In a release on May 4th 2021, the U.S. Bureau and Economic Analsysis and U.S. Census Bureau mentions the recovery in the U.S. International trade in March 2021. Exports in the country reached $200 billion, up by $12.4  billion in Feb 2021. Following the continuous incremental trend, imports tallied at $274.5 billion, picked up by $16.4 billion in Feb 2021.However, as COVID19 still haunts the economies across the globe, year-over-year (y-o-y) avergae exports in the U.S. declined by $7.0 billion from March 2020 till March 2021 whilest imports increased by $20.7 billion during the same time. This definitely shows how the market is trying to recover back and this will have a direct impact on the Healthcare/ICT/Chemical industries, creating a huge demand for  Edutainment Market  products

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

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

The Final Report will cover the impact analysis of COVID-19 on this industry:

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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
Segmentation

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.

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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

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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
Meraas
Reliance Jio Infocomm Limited
d'Vinci Interactive, Inc.
zSpace, Inc
Time4Learning, Inc.

About Kenneth Research

Kenneth Research is a reselling agency providing market research solutions in different verticals such as Automotive and Transportation, Chemicals and Materials, Healthcare, Food & Beverage and Consumer Packaged Goods, Semiconductors, Electronics & ICT, Packaging, and Others. Our portfolio includes set of market research insights such as market sizing and market forecasting, market share analysis and key positioning of the players (manufacturers, deals and distributors, etc), understanding the competitive landscape and their business at a ground level and many more. Our research experts deliver the offerings efficiently and effectively within a stipulated time. The market study provided by Kenneth Research helps the Industry veterans/investors to think and to act wisely in their overall strategy formulation

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Darlene Dooley

Darlene Dooley is a research expert and freelance writer. She is very dedicated towards her work and writing. She enjoys to write on current news on any industry and conclude the news with highly professional report. She has almost 8 years of experience in the same field. She has strong professional skill in Market research, Business Strategies, online marketing, Industry analysis interested in innovative and trending technologies.

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