Edutainment Market Overview 2023-2032 – Key Opportunities And Strategies

The Edutainment Global Market Report 2023 by The Business Research Company, provides edutainment market overview across 60+ geographies in the seven regions – Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa for the 27 major global industries. The report covers a ten-year historic period – 2010-2021, and a ten-year forecast period – 2023-2032.

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According to The Business Research Company’s Edutainment Global Market Report 2023, the market size will grow from $5.42 billion in 2022 to $6.22 billion in 2023 at a compound annual growth rate (CAGR) of 14.7%. The Russia-Ukraine war disrupted the chances of global economic recovery from the COVID-19 pandemic, at least in the short term. The war between these two countries has led to economic sanctions on multiple countries, a surge in commodity prices, and supply chain disruptions, causing inflation across goods and services and affecting many markets across the globe. The market size of global edutainment is expected to grow to $11.12 billion in 2027 at a CAGR of 15.6%.

 

Increased adoption of edutainment globally is expected to propel the growth of the edutainment market during the forecast period. The concept of combining entertainment with education offers children an interactive learning environment. Edutainment presents a great advantage to the learning process as it places intellectually stimulating learning concepts. Children are expected to be curious seekers such as playing their favorite character or visiting their dream place, instilling ‘happy energy’ and confidence in them.

 

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The edutainment market is segmented:

1) By Product Type: Interactive, Non interactive, Hybrid, Explorative

 

2) By Facility Size: 5,001 to 10,000 sq. ft., 10,001 to 20,000 sq. ft., 20,001 to 40,000 sq. ft., > 40,000 sq. ft.

 

3) By End User: Children, Teenagers, Young Adult, Adult

 

Virtual Reality (VR) is the emerging technology in the edutainment market that provides students with a memorable and immersive experience that feels real by creating a 360-degree digital learning environment. Virtual reality is a computer-generated 3D setting that covers a user and reacts to an individual’s actions, usually through immersive head-mounted displays. For instance, in March 2021, the 3D virtual simulation tool by Virtual Medical Coaching Ltd. was introduced to radiography students. This technology taught students through a complete process of learning anatomy, radiographic positioning, and pathology. Student feedback reveals that 3D virtual radiography simulation is a useful pedagogical tool in radiography education.

 

The edutainment market report table of contents includes:

  1. Executive Summary
  2. Market Characteristics
  3. Market Trends And Strategies
  4. Impact Of COVID-19
  5. Market Size And Growth
  6. Segmentation
  7. Regional And Country Analysis

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  1. Competitive Landscape And Company Profiles
  2. Key Mergers And Acquisitions
  3. Future Outlook and Potential Analysis

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