Thursday, 11 April 2019

Edutainment Market | Development of An Educational Game Based on IoT

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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