The word “Edutainment” has been derived from the combination of the words “education” and “entertainment”. Edutainment centers are the places which 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 the educational aspects with the addition of
amusement or entertainment. So, edutainment centers are those where there is a provision of learning through leisure. Also, this is the information age and it is quite evident that the education is more and more clubbed with entertainment models to keep the millennials engaged in the quality of education needed to deal with the newer challenges both at personal and professional levels. Data is money and technology is the tool to mine that vast source of money. Edutainment is something that is a culmination of both education and entertainment and is well accepted by the age of 25 years and lower who use smart devices more frequently. There are numerous drivers that lead to growth in this market.
a. Ease of game design
b. Increased adoption of edutainment globally
c. Excellent platform for certain subjects such as languages and history
d. Increased investments by large gaming and educational businesses
e. Enhancement of the children’s social skills
Market restraints
a. Skepticism about the educational value of the edutainment
b. Lack of recognition granted to the traditional educational systems
Key Market Trends
Technological Advancement Is Driving Edutech To Newer Heights
Technology has touched almost every sector in an economy to take conventional methods to a newer and innovative level. Education is also one such sector that has widely benefited from the introduction of technology in the way it is being delivered in different parts of the world. The rising penetration of internet services and technological advancement in the education sector is a widely attracting investment. The technology companies have begun to collaborate with the education institutes to integrate advance technologies such as augmented reality and virtual reality to provide engagement-based learning. Also, the development of interactive and smart classes across the educational institutes is driving the growth in the market.
Asia Pacific Growing Significantly Among All The Regions Across The Globe
Among the different key geographical regions, South East Asia within Asia Pacific is projected to grow higher in the global edutainment market. This region has the largest number of smart device users and a very large pre audit population, factors which are driving the market significantly. Additionally, the presence of many edutainment companies and very stronger competition for education further aids in the growth of the market. Also, the increased investment in the educational technology is also accelerating the adoption of the edutainment market. Further, the adoption of the cloud computing technology among the education sector is developing newer avenues for the growth of the market.
Competitive Landscape
The edutainment market is highly fragmented with many smaller players competing with each other extensively. Regionally, the USA had witnessed the largest number of players operating in the market followed by China. There is an immense investment in technology and education in these countries that further drives the market to reach its ultimate potential.
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Table of Contents
Companies Mentioned (Partial List)
A selection of companies mentioned in this report includes, but is not limited to:
- Pororo Parks
- Kidzania
- Plabo
- Legoland Discovery Center
- CurioCity
- Kindercity
- Mattel Play! Town
- Totter's Otterville
- Kidz Holding S.A.L
- Little Explorers
- ConveGenius
- Grey Sim
- Edsys
- IdeaCrate Edutainment Company
- DreamUs Edutainment
Methodology
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