Edutainment is the combination of “education” and “entertainment.” It describes any form of entertainment that is educational. The goal of edutainment is to make learning enjoyable and fun. Edutainment is found inside and outside of classrooms and exists across several types of media. Some are passive, while others are interactive. It is used to teach any topic including mathematics, history, science, and technology. The edutainment centers are the places that are visited by the children or their parents during the field trips such as aquariums, zoos, botanical gardens, science, and children’s museum, and these places have educational aspects with the addition of amusement or entertainment. The increasing penetration of smart devices mainly Smartphones and tablets across the globe drive the market growth Further, increasing investments from large gaming and educational business drives the market growth. For instance, in June 2020, Interactive Software Federation of Europe (ISFE) member Spider, representing the video games industry in Poland, has announced that the video game “This War of Mine” will be put on the official reading list for high school students in Poland from the next academic year 2020/2021 and will be made available free of charge to promote the teaching of sociology, ethics, philosophy, and history. Also, the increasing shift towards online learning owing to the COVID-19 pandemic and flexibility of learning fosters market growth. However, design complexity impedes the growth of the market over the forecast period of 2020-2027. Although, the integration of advanced technologies such as Artificial Intelligence and Augmented Reality, and Virtual Reality presents a lucrative opportunity for the market.
Global Edutainment Centers Market is valued at approximately USD 3.06 billion in 2020 and is anticipated to grow with a healthy growth rate of more than 17.90% over the forecast period 2021-2027 and is estimated to reach USD 9.63 billion by 2027.
The regional analysis of the global Edutainment Centers market is considered for the key regions such as Asia Pacific, North America, Europe, Latin America, and the Rest of the World. North America is the leading/significant region across the world in terms of market share owing to the early adoption of technology and well-established infrastructure. Whereas, Asia-Pacific is also anticipated to exhibit the highest growth rate / CAGR over the forecast period 2021-2027. Factors such as rapidly increasing smartphone penetration along with the establishment of Edutainment centers would create lucrative growth prospects for the Edutainment Centers market across the Asia-Pacific region.
Major market players included in this report are Pororo Parks, Kidzania, Plabo, Legoland Discovery Center, CurioCity, Kindercity, Mattel Play! Town, Totter’s Otterville, Kidz Holding S.A.L, and Little Explorers.
The detailed segments and sub-segment of the market are explained below:
By Type: Interactive, Non-interactive, Hybrid combination, Explorative games
By Application: Children (0-12 years), Teenager (13-18 years), Young adult (19-25 years), Adult (25+ years)
Review the reports at https://www.bizwitresearch.com/
Data drives better decisions
Bizwit Research & Consulting LLP