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Global Edutainment Market Review 2017-2018 and Forecast to 2027: Visitor Demographics, Facility Size, Gaming Type, Revenue Source - ResearchAndMarkets.com

November 5, 2019

DUBLIN--(BUSINESS WIRE)--Nov 5, 2019--

The “Edutainment Market - Global Industry Analysis, Size, Share, Growth, Trends, and Forecast, 2019-2027” report has been added to ResearchAndMarkets.com’s offering.

The edutainment market report provides analysis for the period 2017-2027, where 2019 to 2027 is the forecast period and 2018 is the base year.

The report covers all the major trends and technologies expected to play an influential role in the market’s growth over the forecast period. It also highlights the drivers, restraints, and opportunities for the analysis of market growth during the said period. The study provides a complete perspective on the evolution of the global edutainment market throughout the above mentioned forecast period in terms of revenue (US$ Mn).

The market overview section of the report demonstrates market dynamics such as the drivers, restraints, and opportunities that influence the current nature and future status of this market and macroeconomic factors. A market attractiveness analysis has been provided for every segment in the report, in order to provide a thorough understanding of the overall scenario in the edutainment market. The report also provides an overview of various strategies adopted by key players in the market.

Scope of the Report

The edutainment market is segmented based on visitor demographics, facility size, gaming type, and revenue source.

Based on visitor demographics, the market has been bifurcated into children (0-12 years), teenager (13-18 years), young adult (19-25 years), and adult (25+ years). In terms of facility size, the market has been segmented into 5,001 to 10,000 sq. ft., 10,001 to 20,000 sq. ft., 20,001 to 40,000 sq. ft. and > 40,000 sq. ft. Based on gaming type, the market is segmented into interactive, non-interactive, explorative, and hybrid combination games. On the basis of revenue source, the market has been divided into entry fees & tickets, food & beverages, merchandising, advertising, and others. The report provides in-depth segment analysis of the global edutainment market, thereby providing valuable insights at the macro as well as micro levels.

The report also highlights the competitive landscape of the global edutainment market, positioning all the major players according to their presence in different regions of the world and recent key developments initiated by them in the market. The comprehensive edutainment market estimates are the result of our in-depth secondary research, primary interviews, and in-house expert panel reviews. These market estimates have been analyzed by taking into account the impact of different political, social, economic, and technological factors along with the current market dynamics affecting the growth of the edutainment market.

The report provides all the essential information required to understand the key developments in the edutainment market, and growth trends of each segment and region. It also includesstrategies, financial information, sales footprint, and developmentsunder the company profile section. The report provides insights related to trends and their impact on the market. The report also provides a comprehensivevalue chain analysis for the edutainment market.

Competitive Dynamics

The research study includes profiles of leading companies operating in the global edutainment market. Some of the key players profiled include Kidzania, Legoland Discovery Center, Kindercity, Plabo, Pororo Parks, CurioCity, Totter’s Otterville, Mattel Play! Town, Little Explorers, and Kidz Holding S.A.L.

Key Topics Covered

1. Preface

1.1. Market Scope

1.2. Market Segmentation

1.3. Key Research Objectives

2. Assumptions and Research Methodology

2.1. Market Taxonomy - Segment Definitions

2.2. Research Methodology

2.2.1. List of Primary and Secondary Sources

3. Executive Summary: Global Edutainment Market

4. Market Overview

4.1. Introduction

4.2. Market Factor Analysis

4.2.1. Market Dynamics (Growth Influencers)

4.2.1.1. Drivers

4.2.1.2. Restraints

4.2.1.3. Opportunities

4.2.1.4. Impact Analysis of Drivers & Restraints

4.3. Global Edutainment Market Analysis and Forecast, 2014-2028

4.3.1. Market Revenue Analysis (US$ Mn)

4.3.1.1. Historic Growth Trends, 2014-2017

4.3.1.2. Forecast Trends, 2019-2028

4.4. Market Attractiveness Analysis - By Region (Global/North America/Western Europe /Asia Pacific/Middle East & Africa/South America)

4.4.1.By Game Type

4.4.2.By Facility Size

4.4.3.By Revenue Source

4.4.4.By Visitor Demographics

5. Global Edutainment Market Analysis and Forecast, by Gaming Type

5.1. Market Value Share Analysis by Gaming type

5.2. Y-o-Y Growth Analysis by Gaming type

5.3. Edutainment Market Size (US$ Mn) Forecast, by Gaming Type, 2017 - 2027

5.3.1. Interactive

5.3.2. Non-interactive

5.3.3. Explorative

5.3.4. Hybrid Combination

6. Global Edutainment Market Analysis and Forecast, by Facility Size

6.1. Market Value Share Analysis by Facility Size

6.2. Y-o-Y Growth Analysis by Facility Size

6.3. Edutainment Market Size (US$ Mn) Forecast, by Facility Size 2017 - 2027

6.3.1. 5,001 to 10,000 Sq. Ft.

6.3.2. 10,001 to 20,000 Sq. Ft.

6.3.3. 20,001 to 40,000 Sq. Ft.

6.3.4. > 40,000 Sq. Ft.

7. Global Edutainment Market Analysis and Forecast, by Revenue Source

7.1. Market Value Share Analysis by Revenue Source

7.2. Y-o-Y Growth Analysis by Revenue Source

7.3. Edutainment Market Size (US$ Mn) Forecast, by Revenue Source, 2017 - 2027

7.3.1. Entry fees & tickets

7.3.2. Food & Beverages

7.3.3. Merchandising

7.3.4. Advertising

7.3.5. Others

8. Global Edutainment Market Analysis and Forecast, by Visitor Demographics

8.1. Market Value Share Analysis by Visitor Demographics

8.2. Y-o-Y Growth Analysis by Visitor Demographics

8.3. Edutainment Market Size (US$ Mn) Forecast, by Visitor Demographics, 2017 - 2027

8.3.1. Children (0-12)

8.3.2. Teenager (13-18)

8.3.3. Young Adult (19-25)

8.3.4. Adult (25+)

9. Global Edutainment Market Analysis and Forecast, by Region

9.1. Edutainment Market Size (US$ Mn) Forecast, by Region, 2017 - 2027

9.1.1. North America

9.1.2. Western Europe

9.1.3. Asia Pacific

9.1.4. Middle East & Africa

9.1.5. South America

10. North America Edutainment Market Analysis and Forecast

11. Western Europe Edutainment Market Analysis and Forecast

12. Asia-Pacific Edutainment Market Analysis and Forecast

13. Middle East & Africa (MEA) Edutainment Market Analysis and Forecast

14. South America Edutainment Market Analysis and Forecast

15. Competition Landscape

15.1. Market Player - Competition Matrix

15.2.Market Share Analysis (%), by Company (2017)

15.3. Regional Intensity Map

16. Company Profiles (Details - Business Overview, Sales Area/Geographical Presence, Spending and Strategy)

16.1. Kidzania

16.2. Legoland Discovery Center

16.3. Kindercity

16.4. Plabo

16.5. Pororo Parks

16.6. CurioCity

16.7. Totter’s Otterville

16.8. Mattel Play! Town

16.9. Little Explorers

16.10. Kidz Holding S.A.L.

17. Key Takeaways

For more information about this report visit https://www.researchandmarkets.com/r/5n13kb

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KEYWORD:

INDUSTRY KEYWORD: EDUCATION ELECTRONIC GAMES ENTERTAINMENT OTHER EDUCATION

SOURCE: Research and Markets

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PUB: 11/05/2019 07:01 AM/DISC: 11/05/2019 07:01 AM

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