Friday, March 8, 2024

Edutainment Market Overview 2024-2033 – Competitive Landscape and Strategies

 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).


Learn More On The Edutainment Market:
https://www.thebusinessresearchcompany.com/report/edutainment-global-market-report



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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