Edutainment Market Application, Leading Growth Driver Emerging Audience, Segment Sale Trends & Analysis

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Edutainment Market Application, Trend Key Vendors Analysis, Company Profile Industry Growth, Import & Export, Revenue by Forecast to 2027

According to Market Research Future (MRFR), the global edutainment market is projected to cross USD 10.11 billion at a CAGR of 11.61% from 2018 to 2025 (forecast period). The research report explains and discusses the impact of the COVID-19 outbreak on the global market, including opportunities and challenges, drivers, and risks.

Market Dynamics

Developing trends in the industry in terms of time related to learning while entertainment and the introduction of new technology are key factors likely to fuel the growth of the global edutainment market. In addition, many leading players are developing different online gaming that is more appealing and interesting for children and younger generations, and growing investments by key players to improve consumer experience and broaden their product range are other factors that are expected to propel the growth of the global edutainment market.

In addition, technological advancements like virtual reality technology and the availability of enhanced versions in the field of education are expected to augment the growth of the global edutainment industry.

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Market Segmentation

The global edutainment market has been segmented into service type, revenue source, and end-user.

Based on service type, the global edutainment market has been segmented into non-interactive/spectator service and interactive/participatory service. Non-Interactive/Spectator Service is a small segment within this market. Non-interactive edutainment is typically restricted to niche topics with low demand. Rather than serving as an in-depth educational tool for these topics, non-interactive edutainment acts as an additional study guide. Interactive/Participatory Service is the larger segment within this market. Interactive education is preferred because of its improved educational properties, broader knowledge base, and secondary quality of improving social skills, particularly for individuals in their training years.

Key Players

Brightcove Inc., Tata Sons Private Limited, LEGOLAND Discovery Center, KNeoMedia Limited, KidZania Operations S.A.R.L., Kramer Electronics, Kaltura, Inc., Kidz Holding S.A.L., Reliance Jio Infocomm Limited, AEL Data Services LLP, Meraas, d’Vinci Interactive, Inc., zSpace, Inc, Time4Learning, Inc.

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