全球教育娱乐市场 - 增长、趋势、COVID-19 影响和预测(2022 - 2027 年)

全球教育娱乐市场按产品类型(交互式、非交互式、混合、探索性)、最终使用年龄组(儿童、青少年、年轻人、成人)、地区/国家(美国、欧洲、中国、日本、东南亚、印度、中美洲和南美洲)

市场快照

edutainment market size
Study Period: 2016 - 2026
Base Year: 2021
Fastest Growing Market: Asia Pacific
Largest Market: North America
CAGR: 17 %
edutainment companies

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市场概况

“寓教于乐”一词来源于“教育”和“娱乐”两个词的组合。寓教于乐中心是孩子或家长在实地考察时参观的地方,如水族馆、动物园、植物园、科学馆、儿童博物馆等,这些地方除了具有教育意义外
消遣或娱乐。因此,教育娱乐中心是那些通过休闲提供学习的地方。此外,这是信息时代,很明显,教育越来越多地与娱乐模式结合在一起,以保持千禧一代参与应对个人和专业层面新挑战所需的教育质量。数据就是金钱,而技术是挖掘巨额资金来源的工具。寓教于乐是教育和娱乐的巅峰之作,被 25 岁及以下更频繁使用智能设备的人群所接受。有许多驱动因素导致这个市场的增长。

一种。易于游戏设计

湾。在全球范围内越来越多地采用寓教于乐

C。语言和历史等特定学科的优秀平台

d。大型游戏和教育企业增加投资

e. 提高孩子的社交能力

市场限制

一种。对寓教于乐的教育价值的怀疑

湾。缺乏对传统教育体系的认可

报告范围

报告涵盖了全球教育娱乐市场的完整背景分析,其中包括按细分市场评估国民账户、经济和新兴市场趋势、市场动态的重大变化以及市场概况。

By product type
Interactive
Non interactive
Hybrid
Explorative
By end use age group
Children
Teenagers
Young Adult
Adult
By region/ country
United States of America
Europe
China
Japan
South East Asia
India
Central and South America

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主要市场趋势

技术进步将教育科技推向新的高度

技术几乎触及了经济中的每个部门,以将传统方法提升到更新和创新的水平。教育也是这样一个部门,它从世界不同地区的技术引进中广泛受益。互联网服务的日益普及和教育领域的技术进步是一项广泛吸引投资的领域。科技公司已开始与教育机构合作,整合增强现实和虚拟现实等先进技术,以提供基于参与的学习。此外,整个教育机构的互动和智能课程的发展正在推动市场的增长。

edutainment market trends

亚太地区在全球所有地区中显着增长

在不同的主要地理区域中,亚太地区的东南亚预计将在全球教育娱乐市场中增长更高。该地区拥有最多的智能设备用户和非常庞大的预审人口,这些因素正在显着推动市场。此外,许多寓教于乐的公司的存在和更加激烈的教育竞争进一步有助于市场的增长。此外,对教育技术的投资增加也在加速教育娱乐市场的采用。此外,教育部门采用云计算技术正在为市场的增长开辟新的途径。

edutainment market share

竞争格局

寓教于乐的市场高度分散,许多规模较小的参与者相互竞争。从地区来看,美国的市场参与者数量最多,其次是中国。这些国家对技术和教育的巨大投资进一步推动市场发挥其最终潜力。

Table of Contents

  1. 1. INTRODUCTION

    1. 1.1 Study Deliverables

    2. 1.2 Study Assumptions

    3. 1.3 Scope of the Study

  2. 2. RESEARCH METHODOLOGY

    1. 2.1 Analysis Methodology

    2. 2.2 Research Phases

  3. 3. EXECUTIVE SUMMARY

  4. 4. MARKET DYNAMICS AND INSIGHTS

    1. 4.1 Current Market Scenario

    2. 4.2 Market Dynamics

      1. 4.2.1 Drivers

      2. 4.2.2 Restraints

      3. 4.2.3 Opportunities

    3. 4.3 Industry Attractiveness - Porter's Five Forces Analysis

    4. 4.4 Value Chain / Supply Chain Analysis

    5. 4.5 Industry Policies and Regulations

    6. 4.6 Insights into the type of educational institutions using these products

    7. 4.7 Insights on the different most commonly used products

    8. 4.8 Insights on the key stakeholders - Manufacturers, Distributors, Traders, Wholesalers, Downstream vendors

    9. 4.9 Insights on the key business strategies used by the edutainment market players and service providers

    10. 4.10 Technological Advancements

    11. 4.11 Advertising Strategies Implemented by the Market Players

    12. 4.12 Insights on the Innovative Strategies to sell different services

  5. 5. MARKET SEGMENTATION

    1. 5.1 By product type

      1. 5.1.1 Interactive

      2. 5.1.2 Non interactive

      3. 5.1.3 Hybrid

      4. 5.1.4 Explorative

    2. 5.2 By end use age group

      1. 5.2.1 Children

      2. 5.2.2 Teenagers

      3. 5.2.3 Young Adult

      4. 5.2.4 Adult

    3. 5.3 By region/ country

      1. 5.3.1 United States of America

      2. 5.3.2 Europe

      3. 5.3.3 China

      4. 5.3.4 Japan

      5. 5.3.5 South East Asia

      6. 5.3.6 India

      7. 5.3.7 Central and South America

  6. 6. COMPETITIVE LANDSCAPE

    1. 6.1 Market Concentration Overview

    2. 6.2 Company Profiles

      1. 6.2.1 Pororo Parks

      2. 6.2.2 Kidzania

      3. 6.2.3 Plabo

      4. 6.2.4 Legoland Discovery Center

      5. 6.2.5 CurioCity

      6. 6.2.6 Kindercity

      7. 6.2.7 Mattel Play! Town

      8. 6.2.8 Totter's Otterville

      9. 6.2.9 Kidz Holding S.A.L

      10. 6.2.10 Little Explorers

      11. 6.2.11 ConveGenius

      12. 6.2.12 Grey Sim

      13. 6.2.13 Edsys

      14. 6.2.14 IdeaCrate Edutainment Company

      15. 6.2.15 DreamUs Edutainment

    3. *List Not Exhaustive
  7. 7. INVESTMENT ANALYSIS

    1. 7.1 Recent Mergers and Acquisitions

  8. 8. Future of the edutainment market

  9. 9. DISCLAIMER

**Subject to Availability

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Frequently Asked Questions

The undefined market is studied from 2016 - 2026.

The undefined is growing at a CAGR of 17% over the next 5 years.

Asia Pacific is growing at the highest CAGR over 2021- 2026.

North America holds highest share in 2021.

Pororo Parks, Kidzania, Legoland Discovery Center are the major companies operating in undefined.

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