The Edutainment Global Market Report 2024 by The Business Research Company provides market overview across 60+ geographies in the seven regions - Asia-Pacific, Western Europe, Eastern Europe, North America, South America, the Middle East, and Africa, encompassing 27 major global industries. The report presents a comprehensive analysis over a ten-year historic period (2010-2021) and extends its insights into a ten-year forecast period (2023-2033).
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According to The Business Research Company’s Edutainment Global Market Report
2024, The edutainment market size has grown rapidly in recent years. It will
grow from $6.31 billion in 2023 to $7.32 billion in 2024 at a compound annual
growth rate (CAGR) of 16.1%. The growth in the historic period can be
attributed to shift in learning paradigm, globalization of education,
educational tv programs and channels, cognitive development emphasis, influence
of early childhood education.
The edutainment market size is expected to see rapid growth in the next few
years. It will grow to $13.42 billion in 2028 at a compound annual growth rate
(CAGR) of 16.3%. The growth in the forecast period can be attributed to
accessibility and inclusivity, parental involvement in learning, government
support for edutainment, continuous learning culture, inclusion of social
learning features. Major trends in the forecast period include virtual and
augmented reality edutainment, gamification in education, educational apps and
platforms, artificial intelligence (AI) in learning, collaborations with
content creators.
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. According
to Jing's Culture & Commerce 2021 report, a US-based technology trends
publishing company, before COVID-19, museums spent $2 billion globally on
education-based activities every year. Institutions provided more than 18
million hours for targeted education annually, including guided tours, staff
visits, school outreach, and professional growth for teachers. Increasing
adoption of edutainment globally is expected to drive the growth of the
edutainment market.
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The edutainment market covered in this report 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
Major companies operating in the edutainment market are adopting a strategic
partnership approach to introduce STEM IoT sensor kits for educational
institutions. Strategic partnerships refer to a process in which companies
leverage each other's strengths and resources to achieve mutual benefits and
success. For instance, in January 2022, RAKwireless Technology Limited, a
China-based IoT solution provider, partnered with One Planet Education Network
(OPEN), a Switzerland-based social enterprise. This partnership aims to narrow
the IoT education gap by supplying OPEN-RAK DIY STEM Lab Sensor Wisblock kits
to students globally. The objective is to address the digital divide by
offering easily accessible kits, enabling students to learn practical IoT
applications and deploy them in their local communities for sustainable
development initiatives. Early applications include student-created sensors for
projects such as sustainable farming, climate change monitoring, and air
quality assessments. The program's overarching goal is to establish a worldwide
network for IoT sensor education and data analytics. This network facilitates
collaborative learning among students globally, allowing them to gain hands-on
experience in constructing IoT devices, sharing data internationally, and honing
skills to positively impact their communities using RAK technology, supported
by OPEN's education and research initiatives.
The edutainment market report table of contents includes:
1. Executive Summary
2.
Edutainment Market Characteristics
3.
Edutainment Market Trends And Strategies
4.
Edutainment Market - Macro Economic Scenario
5. Global
Edutainment Market Size and Growth
.
32. Global Edutainment Market Competitive Benchmarking
33. Global
Edutainment Market Competitive Dashboard
34. Key
Mergers And Acquisitions In The Edutainment Market
35.
Edutainment Market Future Outlook and Potential Analysis
36.
Appendix
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