According to a new market report published by Transparency Market Research the global edutainment market
is estimated to reach US$ 10,120.2 Mn by the end of the forecast period
2027. According to the report, North America was the largest
contributor in terms of revenue to the edutainment market in 2017. This
is primarily due to strong technological advancement and considerable
application of edutainment in banks and financial institutions across
the region.
The Development of Knowledge through the Content of Games is driving the Edutainment market
Gaming is the most adopted method for
education; it helps promote learning among children. Most pre-school and
kindergarten providers have realized that open-ended play in the right
environment helps children develop and learn emotionally, cognitively,
socially, and physically. This is a major factor that is expected to
boost the edutainment market during the forecast period. Innovation in
games, need for physical activity in today’s lifestyle, and
substantially increasing investment by established players are some of
the major factors fuelling the growth of the edutainment market. In
recent years, edutainment centers introduced changes in edutainment
games offered by them due to the advent of “triple revolution” of social
media, Internet, and mobile devices, and this has led to serious
competition.
Edutainment Market: Scope of the Report
The global market for edutainment is
segmented on the basis of facility size, gaming type, visitor
demographics, revenue source, and geographic regions. Based on facility
size, the market has been segmented into 5,001 to 10,000 sq. ft., 10,001
to 20,000 sq. ft., 20,001 to 40,000 sq. ft. and > 40,000 sq. ft.
5,001 to 10,000 sq. ft., facility size accounts for the largest share in
terms of revenue in the global edutainment market.
Based on revenue source, the market has
been segmented into entry fees & tickets, food & beverages,
merchandising, advertising, and others. On the basis of visitor
demographics, the market has been bifurcated into children (0-12 years),
teenager (13-18 years), young adult (19-25 years), and adult (25+
years). In terms of gaming type, the market has been bifurcated into
interactive, non-interactive, explorative, and hybrid combination games.
Explorative gaming type segment is expected to expand at the highest
CAGR globally during the forecast period.
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