August 21, 2020

Global Edutainment Market(SARS-CoV-2, Covid-19 Analysis)- Industry Analysis, Size, Share, Growth, Trends and Forecast - 2026

A new market study, titled “Global Edutainment Market Size, Status and Forecast 2020-2026” has been featured on Market Research Future.

Global Edutainment Market Research Report offer detailed insights on the impact of COVID-19 at an industry level, a regional level, and subsequent supply chain operations. This customized report will also help clients keep up with new product launches in direct & indirect COVID-19 related markets, upcoming vaccines and pipeline analysis, and significant developments in vendor operations and government regulations.

Edutainment Market – Overview

The global education market is a multi-trillion-dollar enterprise and is consistently growing. This market is facing a severe paucity of trained educators and the edutainment industry is helping alleviate that shortcoming by creating educational games, apps, and television serials.

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Market USP

Growing acceptance for edutainment and ease of app and game design. The global edutainment market is expected to grow from USD 4.21 billion in 2018 to USD 10.11 billion in 2025 at a CAGR of 11.61%.

Segmental Analysis

The segmental evaluation of the edutainment market is conducted on the basis of service type, end-user, and region. On the basis of service type, the edutainment market is segmented into interactive/participatory service and non-interactive/spectator service. Based on the end-users, the edutainment market is segmented into schools, individuals and universities. On the basis of revenue type, the edutainment market is segmented into advertising, ticket fees and partnership. Based on the region, the edutainment market is segmented into Asia Pacific, Middle East, North America, Europe, Africa and South America.

Detailed Regional Analysis

The regional appraisal of the edutainment market encompasses regions such as Asia Pacific, Middle East, North America, Europe, Africa and South America. The edutainment market has established a strong presence in the North American region. This region is accountable for several games and shows which are generated especially for their educational importance. The European region has embraced the concept of edutainment completely which is an exceptional market for all types of edutainment services with several partnerships with private and public schools as well as various universities. The Asia-Pacific has emerged as a principal market for edutainment and also has the top number of smart device consumers and a huge pre-adult population, which is responsible for the market’s growth. The incidence of several edutainment companies and very robust educational contests is additionally helping in the development of the edutainment market. The region has a lot of market latent owing to the enormous percentage of young persons and the slow diffusion of smart devices. The South American regional market is lesser, but it offers a fabulous benefit owing to the usage of Spanish in most of its countries, making it simple to invent apps and games.

Key Players

The fundamental contenders in the edutainment market are Brightcove Inc., LEGOLAND Discovery Center, Tata Sons Private Limited, Kaltura, Inc., KNeoMedia Limited, KidZania Operations S.A.R.L., Kidz Holding S.A.L., Meraas, Reliance Jio Infocomm Limited, AEL Data Services LLP, Kramer Electronics, d'Vinci Interactive, Inc., zSpace, Inc and Time4Learning, Inc. to name a few.

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