市場調査レポート
商品コード
1165314
エデュテインメントの世界市場:成長、将来展望、競合分析 (2022年~2030年)Edutainment Market - Growth, Future Prospects and Competitive Analysis, 2022 - 2030 |
エデュテインメントの世界市場:成長、将来展望、競合分析 (2022年~2030年) |
出版日: 2022年08月03日
発行: Acute Market Reports
ページ情報: 英文 120 Pages
納期: 即日から翌営業日
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世界のエデュテインメントの市場規模は、2018年に23億米ドルに達し、予測期間中 (2019年~2027年) に17%のCAGRで成長すると予測されています。市場成長の主な要因は、過去10年間の技術領域の急速な進歩にあります。ハイテク企業は教育機関と協力し、AR/VRなどの先進技術を統合して、エンゲージメントベースの学習を提供するようになりました。さらに、教育機関全体でインタラクティブでスマートな教室を開拓していることが、エデュテインメント市場の需要を促進しています。さらに、教育技術への投資の増加も、市場の浸透を加速させています。さらに、教育分野におけるクラウドコンピューティング技術の採用は、市場成長のための新たな道を切り開くものです。他方、新興国や低開発国での導入率が低いことや、データの安全性とセキュリティの問題、エデュテインメント市場モデルの複雑さが、市場の成長を妨げています。
インタラクティブゲーム分野は、2018年に収益ベースで大半のシェアを占め、市場をリードする分野となっています。スマートフォンやタブレットの登場が、エンゲージメントベースの学習モデルを生み出しました。学生は、モバイルアプリを介して、スマートフォンで高度にインタラクティブなマルチメディアベースの教育コンテンツにワンタッチでアクセスできるようになりました。これがインタラクティブ・ゲーム市場の需要を牽引しています。一方、探索型ゲームは、教育分野での先端技術の採用が進んでいることから、予測期間中に大きく成長すると予測されます。
北米は、2018年に収益ベースで40%以上のシェアを獲得しています。同地域の教育技術への投資の増加が、市場成長を支える主要因となっています。北米はスタートアップ企業のハブであり、スタートアップ企業の成長に有利な環境を提供しています。また、域内ではスマートフォンやタブレット端末の普及が進んでおり、市場の成長を後押ししています。さらに、同地域にはエデュテインメント分野の主要プレーヤーが存在することも、市場の成長を加速させています。
当レポートでは、世界のエデュテインメント市場について分析し、市場の基本構造やマクロ的・ミクロ的環境要因、全体的な市場規模の動向見通し (2020年~2030年)、セグメント別 (ゲーム別・施設規模別・収益源別・年齢層別) および地域別の詳細動向、主な市場促進・抑制要因、主要企業のプロファイルと成長戦略、といった情報を取りまとめてお届けいたします。
"Technological advancement is driving the edutainment market"
Globally, the edutainment market is expected to grow with a CAGR of 17% during the forecast period from 2019 to 2027, up from US$ 2.30 Bn in 2018. This market is mainly attributed to the rapid advancement in the technology domain. The technology sector has evolved significantly over the past decade. This development has brought new phenomena in the education sector with the introduction of the entertainment in the learning models.
The tech companies started collaborating with the education institutes to integrate the advance technologies such as augmented reality and virtual reality to provide engagement based learning. Furthermore, the development of the interactive and smart class rooms across the education institutes is driving the demand for the edutainment market. Furthermore, the increasing investment in the education technology is also accelerating the adoption of the edutainment market. Additionally, the adoption of the cloud computing technology among the education sector is developing new avenues for the growth of the market.
However, low rate of adoption in the developing and under developed countries is restricting the growth of the market. Furthermore, the data safety and security issues along with the complexity involved in the edutainment market model is hindering the growth of the market
"Interactive game dominating the edutainment market"
Interactive game sector is the leading sector in the edutainment market with the majority share in the revenue in 2018. The increasing adoption of the smartphones and tablets is accelerating the growth of the market. The emergence of the smartphone and tablets has given rise to the engagement based learning models. The students now have one touch access to the highly interactive multimedia based educational content on the smartphone via the mobile apps. This has driven the demand for the interactive game market. On the other hand, exploratory games are estimated to grow significantly during the forecast period due to the growing adoption of the advance technologies in the education sector.
"North America is leading the edutainment market"
North America is leading the edutainment market with over 40% share in the revenue in 2018. The increasing investment in the education technologies in the region is the primary factor backing the market growth. The North America is the hub for the start-ups and provides favorable environment for the growth of the start-ups. The increasing adoption of the smartphone and tablets in the region also supports the growth of the market. Furthermore, the presence of the major players in the edutainment space in the region also accelerates the growth of the market.
The major players in the edutainment domain are Mattel Play Town, CurioCity, ConveGenius, Grey Sim, Kidzania, Kidz Holding S.A.L., Kindercity, Little Explorers, Totter's Otterville Plabo, Legoland Discovery Center, and Pororo Parks.
Historical & Forecast Period
This study report represents analysis of each segment from 2020 to 2030 considering 2021 as the base year. Compounded Annual Growth Rate (CAGR) for each of the respective segments estimated for the forecast period of 2022 to 2030.
The current report comprises of quantitative market estimations for each micro market for every geographical region and qualitative market analysis such as micro and macro environment analysis, market trends, competitive intelligence, segment analysis, porters five force model, top winning strategies, top investment markets, emerging trends and technological analysis, case studies, strategic conclusions and recommendations and other key market insights.
Research Methodology
The complete research study was conducted in three phases, namely: secondary research, primary research, and expert panel review. key data point that enables the estimation of Edutainment market are as follows:
Research and development budgets of manufacturers and government spending
Revenues of key companies in the market segment
Number of end users and consumption volume, price and value.
Geographical revenues generate by countries considered in the report:
Micro and macro environment factors that are currently influencing the Edutainment market and their expected impact during the forecast period.
Market forecast was performed through proprietary software that analyzes various qualitative and quantitative factors. Growth rate and CAGR were estimated through intensive secondary and primary research. Data triangulation across various data points provides accuracy across various analyzed market segments in the report. Application of both top down and bottom-up approach for validation of market estimation assures logical, methodical and mathematical consistency of the quantitative data.
Market Segmentation
Game
Interactive
Non Interactive
Explorative
Hybrid
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.
Revenue Source
Entry Fees & Tickets
Food & Beverage
Merchandising
Advertising
Others
Age Group
0-12 years
13-18 years
19-25 years
Over 25 years
Region Segment (2020-2030; US$ Million)
North America
U.S.
Canada
Rest of North America
UK and European Union
UK
Germany
Spain
Italy
France
Rest of Europe
Asia Pacific
China
Japan
India
Australia
South Korea
Rest of Asia Pacific
Latin America
Brazil
Mexico
Rest of Latin America
Middle East and Africa
GCC
Africa
Rest of Middle East and Africa
Global Impact of COVID-19 Segment (2020-2021; US$ Million )
Pre COVID-19 situation
Post COVID-19 situation
Key questions answered in this report:
What are the key micro and macro environmental factors that are impacting the growth of Edutainment market?
What are the key investment pockets with respect to product segments and geographies currently and during the forecast period?
Estimated forecast and market projections up to 2030.
Which segment accounts for the fastest CAGR during the forecast period?
Which market segment holds a larger market share and why?
Are low and middle-income economies investing in the Edutainment market?
Which is the largest regional market for Edutainment market?
What are the market trends and dynamics in emerging markets such as Asia Pacific, Latin America, and Middle East & Africa?
Which are the key trends driving Edutainment market growth?
Who are the key competitors and what are their key strategies to enhance their market presence in the Edutainment market worldwide?