表紙: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)
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

出版日: | 発行: Acute Market Reports | ページ情報: 英文 120 Pages | 納期: 即日から翌営業日

価格
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本日の銀行送金レート: 1USD=157.14円
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
  • 全表示
  • 概要
  • 図表
  • 目次
概要

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。

目次

第1章 序文

第2章 エグゼクティブサマリー

第3章 エデュテインメント市場:ビジネスの展望と市場力学

  • イントロダクション
  • 世界のエデュテインメントの市場規模 (単位:100万米ドル、2020年~2030年)
  • 市場力学
    • 市場促進要因
    • 市場抑制要因
    • 主な課題
    • 主な機会
  • 促進・抑制要因の影響分析
  • シーソー分析
  • ポーターのファイブフォース分析
  • PESTEL分析

第4章 エデュテインメント市場:ゲーム別 (単位:100万米ドル、2020年~2030年)

  • 市場概要
  • 成長・収益分析 (2021年/2030年)
  • 市場区分
    • インタラクティブ
    • 非インタラクティブ
    • 探索型
    • ハイブリッド

第5章 エデュテインメント市場:施設規模別 (単位:100万米ドル、2020年~2030年)

  • 市場概要
  • 成長・収益分析 (2021年/2030年)
  • 市場区分
    • 5,001~10,000平方フォート
    • 10,001~20,000平方フォート
    • 20,001~40,000平方フォート
    • 40,000平方フォート以上

第6章 エデュテインメント市場:収益源別 (単位:100万米ドル、2020年~2030年)

  • 市場概要
  • 成長・収益分析 (2021年/2030年)
  • 市場区分
    • 入場料・チケット
    • 食品・飲料
    • マーチャンダイジング (商品化)
    • 広告
    • その他

第7章 エデュテインメント市場:年齢層別 (単位:100万米ドル、2020年~2030年)

  • 市場概要
  • 成長・収益分析 (2021年/2030年)
  • 市場区分
    • 0~12歳
    • 13~18歳
    • 19~25歳
    • 25歳以上

第8章 北米のエデュテインメント市場 (単位:100万米ドル、2020年~2030年)

  • 市場概要
  • エデュテインメント市場:ゲーム別 (単位:100万米ドル、2020年~2030年)
  • エデュテインメント市場:施設規模別 (単位:100万米ドル、2020年~2030年)
  • エデュテインメント市場:収益源別 (単位:100万米ドル、2020年~2030年)
  • エデュテインメント市場:年齢層別 (単位:100万米ドル、2020年~2030年)
  • エデュテインメント市場:地域別 (単位:100万米ドル、2020年~2030年)
    • 北米

第9章 英国・EU諸国のエデュテインメント市場 (単位:100万米ドル、2020年~2030年)

第10章 アジア太平洋のエデュテインメント市場 (単位:100万米ドル、2020年~2030年)

第11章 ラテンアメリカのエデュテインメント市場 (単位:100万米ドル、2020年~2030年)

第12章 中東・アフリカのエデュテインメント市場 (単位:100万米ドル、2020年~2030年)

第13章 企業プロファイル

  • ConveGenius
  • CurioCity
  • Grey Sim
  • Kidz Holding S.A.L.
  • Kidzania
  • Kindercity
  • Legoland Discovery Center
  • Little Explorers
  • Mattle Play Town
  • Plabo
  • Pororo Parks
  • Totter's Otterville
図表

List of Tables

  • TABLE 1 Global Edutainment Market By Game, 2020-2030, USD (Million)
  • TABLE 2 Global Edutainment Market By Facility Size, 2020-2030, USD (Million)
  • TABLE 3 Global Edutainment Market By Revenue Source, 2020-2030, USD (Million)
  • TABLE 4 Global Edutainment Market By Age Group, 2020-2030, USD (Million)
  • TABLE 5 North America Edutainment Market By Game, 2020-2030, USD (Million)
  • TABLE 6 North America Edutainment Market By Facility Size, 2020-2030, USD (Million)
  • TABLE 7 North America Edutainment Market By Revenue Source, 2020-2030, USD (Million)
  • TABLE 8 North America Edutainment Market By Age Group, 2020-2030, USD (Million)
  • TABLE 9 UK and European Union Edutainment Market By Game, 2020-2030, USD (Million)
  • TABLE 10 UK and European Union Edutainment Market By Facility Size, 2020-2030, USD (Million)
  • TABLE 11 UK and European Union Edutainment Market By Revenue Source, 2020-2030, USD (Million)
  • TABLE 12 UK and European Union Edutainment Market By Age Group, 2020-2030, USD (Million)
  • TABLE 13 Asia Pacific Edutainment Market By Game, 2020-2030, USD (Million)
  • TABLE 14 Asia Pacific Edutainment Market By Facility Size, 2020-2030, USD (Million)
  • TABLE 15 Asia Pacific Edutainment Market By Revenue Source, 2020-2030, USD (Million)
  • TABLE 16 Asia Pacific Edutainment Market By Age Group, 2020-2030, USD (Million)
  • TABLE 17 Latin America Edutainment Market By Game, 2020-2030, USD (Million)
  • TABLE 18 Latin America Edutainment Market By Facility Size, 2020-2030, USD (Million)
  • TABLE 19 Latin America Edutainment Market By Revenue Source, 2020-2030, USD (Million)
  • TABLE 20 Latin America Edutainment Market By Age Group, 2020-2030, USD (Million)
  • TABLE 21 Middle East and Africa Edutainment Market By Game, 2020-2030, USD (Million)
  • TABLE 22 Middle East and Africa Edutainment Market By Facility Size, 2020-2030, USD (Million)
  • TABLE 23 Middle East and Africa Edutainment Market By Revenue Source, 2020-2030, USD (Million)
  • TABLE 24 Middle East and Africa Edutainment Market By Age Group, 2020-2030, USD (Million)

List of Figures

  • FIG. 1 Global Edutainment Market: Market Coverage
  • FIG. 2 Research Methodology and Data Sources
  • FIG. 3 Market Size Estimation - Top Down & Bottom-Up Approach
  • FIG. 4 Global Edutainment Market: Quality Assurance
  • FIG. 5 Global Edutainment Market, By Game, 2021
  • FIG. 6 Global Edutainment Market, By Facility Size, 2021
  • FIG. 7 Global Edutainment Market, By Revenue Source, 2021
  • FIG. 8 Global Edutainment Market, By Age Group, 2021
  • FIG. 9 Global Edutainment Market, By Geography, 2021
  • FIG. 10 Global Edutainment Market, By Game, 2021 Vs 2030, %
  • FIG. 11 Global Edutainment Market, By Facility Size, 2021 Vs 2030, %
  • FIG. 12 Global Edutainment Market, By Revenue Source, 2021 Vs 2030, %
  • FIG. 13 Global Edutainment Market, By Age Group, 2021 Vs 2030, %
  • FIG. 14 U.S. Edutainment Market (US$ Million), 2020 - 2030
  • FIG. 15 Canada Edutainment Market (US$ Million), 2020 - 2030
  • FIG. 16 Rest of North America Edutainment Market (US$ Million), 2020 - 2030
  • FIG. 17 UK Edutainment Market (US$ Million), 2020 - 2030
  • FIG. 18 Germany Edutainment Market (US$ Million), 2020 - 2030
  • FIG. 19 Spain Edutainment Market (US$ Million), 2020 - 2030
  • FIG. 20 Italy Edutainment Market (US$ Million), 2020 - 2030
  • FIG. 21 France Edutainment Market (US$ Million), 2020 - 2030
  • FIG. 22 Rest of Europe Edutainment Market (US$ Million), 2020 - 2030
  • FIG. 23 China Edutainment Market (US$ Million), 2020 - 2030
  • FIG. 24 Japan Edutainment Market (US$ Million), 2020 - 2030
  • FIG. 25 India Edutainment Market (US$ Million), 2020 - 2030
  • FIG. 26 Australia Edutainment Market (US$ Million), 2020 - 2030
  • FIG. 27 South Korea Edutainment Market (US$ Million), 2020 - 2030
  • FIG. 28 Rest of Asia Edutainment Market (US$ Million), 2020 - 2030
  • FIG. 29 Brazil Edutainment Market (US$ Million), 2020 - 2030
  • FIG. 30 Mexico Edutainment Market (US$ Million), 2020 - 2030
  • FIG. 31 Rest of Latin America Edutainment Market (US$ Million), 2020 - 2030
  • FIG. 32 GCC Edutainment Market (US$ Million), 2020 - 2030
  • FIG. 33 Africa Edutainment Market (US$ Million), 2020 - 2030
  • FIG. 34 Rest of Middle East and Africa Edutainment Market (US$ Million), 2020 - 2030
目次
Product Code: 138868-08-22

"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?

Table of Contents

1. Preface

  • 1.1. Report Description
    • 1.1.1. Purpose of the Report
    • 1.1.2. Target Audience
    • 1.1.3. Key Offerings
  • 1.2. Market Segmentation
  • 1.3. Research Methodology
    • 1.3.1. Phase I - Secondary Research
    • 1.3.2. Phase II - Primary Research
    • 1.3.3. Phase III - Expert Panel Review
    • 1.3.4. Assumptions
    • 1.3.5. Approach Adopted

2. Executive Summary

  • 2.1. Market Snapshot: Global Edutainment Market
  • 2.2. Global Edutainment Market, By Game, 2021 (US$ Million)
  • 2.3. Global Edutainment Market, By Facility Size, 2021 (US$ Million)
  • 2.4. Global Edutainment Market, By Revenue Source, 2021 (US$ Million)
  • 2.5. Global Edutainment Market, By Age Group, 2021 (US$ Million)
  • 2.6. Global Edutainment Market, By Geography, 2021 (US$ Million)
  • 2.7. Impact of Covid 19
  • 2.8. Attractive Investment Proposition by Geography, 2021
  • 2.9. Competitive Analysis
    • 2.9.1. Market Positioning of Key Edutainment Market Vendors
    • 2.9.2. Strategies Adopted by Edutainment Market Vendors
    • 2.9.3. Key Industry Strategies

3. Edutainment Market: Business Outlook & Market Dynamics

  • 3.1. Introduction
  • 3.2. Global Edutainment Market Value, 2020 - 2030, (US$ Million)
  • 3.3. Market Dynamics
    • 3.3.1. Market Drivers
    • 3.3.2. Market Restraints
    • 3.3.3. Key Challenges
    • 3.3.4. Key Opportunities
  • 3.4. Impact Analysis of Drivers and Restraints
  • 3.5. See-Saw Analysis
  • 3.6. Porter's Five Force Model
    • 3.6.1. Supplier Power
    • 3.6.2. Buyer Power
    • 3.6.3. Threat Of Substitutes
    • 3.6.4. Threat Of New Entrants
    • 3.6.5. Competitive Rivalry
  • 3.7. PESTEL Analysis
    • 3.7.1. Political Landscape
    • 3.7.2. Economic Landscape
    • 3.7.3. Technology Landscape
    • 3.7.4. Legal Landscape
    • 3.7.5. Social Landscape

4. Edutainment Market: By Game, 2020-2030, USD (Million)

  • 4.1. Market Overview
  • 4.2. Growth & Revenue Analysis: 2021 Versus 2030
  • 4.3. Market Segmentation
    • 4.3.1. Interactive
    • 4.3.2. Non Interactive
    • 4.3.3. Explorative
    • 4.3.4. Hybrid

5. Edutainment Market: By Facility Size, 2020-2030, USD (Million)

  • 5.1. Market Overview
  • 5.2. Growth & Revenue Analysis: 2021 Versus 2030
  • 5.3. Market Segmentation
    • 5.3.1. 5,001 to 10,000 Sq. Ft.
    • 5.3.2. 10,001 to 20,000 Sq. Ft.
    • 5.3.3. 20,001 to 40,000 Sq. Ft.
    • 5.3.4. >40,000 Sq. Ft.

6. Edutainment Market: By Revenue Source, 2020-2030, USD (Million)

  • 6.1. Market Overview
  • 6.2. Growth & Revenue Analysis: 2021 Versus 2030
  • 6.3. Market Segmentation
    • 6.3.1. Entry Fees & Tickets
    • 6.3.2. Food & Beverage
    • 6.3.3. Merchandising
    • 6.3.4. Advertising
    • 6.3.5. Others

7. Edutainment Market: By Age Group, 2020-2030, USD (Million)

  • 7.1. Market Overview
  • 7.2. Growth & Revenue Analysis: 2021 Versus 2030
  • 7.3. Market Segmentation
    • 7.3.1. 0-12 years
    • 7.3.2. 13-18 years
    • 7.3.3. 19-25 years
    • 7.3.4. Over 25 years

8. North America Edutainment Market, 2020-2030, USD (Million)

  • 8.1. Market Overview
  • 8.2. Edutainment Market: By Game, 2020-2030, USD (Million)
  • 8.3. Edutainment Market: By Facility Size, 2020-2030, USD (Million)
  • 8.4. Edutainment Market: By Revenue Source, 2020-2030, USD (Million)
  • 8.5. Edutainment Market: By Age Group, 2020-2030, USD (Million)
  • 8.6.Edutainment Market: By Region, 2020-2030, USD (Million)
    • 8.6.1.North America
      • 8.6.1.1. U.S.
      • 8.6.1.2. Canada
      • 8.6.1.3. Rest of North America

9. UK and European Union Edutainment Market, 2020-2030, USD (Million)

  • 9.1. Market Overview
  • 9.2. Edutainment Market: By Game, 2020-2030, USD (Million)
  • 9.3. Edutainment Market: By Facility Size, 2020-2030, USD (Million)
  • 9.4. Edutainment Market: By Revenue Source, 2020-2030, USD (Million)
  • 9.5. Edutainment Market: By Age Group, 2020-2030, USD (Million)
  • 9.6.Edutainment Market: By Region, 2020-2030, USD (Million)
    • 9.6.1.UK and European Union
      • 9.6.1.1. UK
      • 9.6.1.2. Germany
      • 9.6.1.3. Spain
      • 9.6.1.4. Italy
      • 9.6.1.5. France
      • 9.6.1.6. Rest of Europe

10. Asia Pacific Edutainment Market, 2020-2030, USD (Million)

  • 10.1. Market Overview
  • 10.2. Edutainment Market: By Game, 2020-2030, USD (Million)
  • 10.3. Edutainment Market: By Facility Size, 2020-2030, USD (Million)
  • 10.4. Edutainment Market: By Revenue Source, 2020-2030, USD (Million)
  • 10.5. Edutainment Market: By Age Group, 2020-2030, USD (Million)
  • 10.6.Edutainment Market: By Region, 2020-2030, USD (Million)
    • 10.6.1.Asia Pacific
      • 10.6.1.1. China
      • 10.6.1.2. Japan
      • 10.6.1.3. India
      • 10.6.1.4. Australia
      • 10.6.1.5. South Korea
      • 10.6.1.6. Rest of Asia Pacific

11. Latin America Edutainment Market, 2020-2030, USD (Million)

  • 11.1. Market Overview
  • 11.2. Edutainment Market: By Game, 2020-2030, USD (Million)
  • 11.3. Edutainment Market: By Facility Size, 2020-2030, USD (Million)
  • 11.4. Edutainment Market: By Revenue Source, 2020-2030, USD (Million)
  • 11.5. Edutainment Market: By Age Group, 2020-2030, USD (Million)
  • 11.6.Edutainment Market: By Region, 2020-2030, USD (Million)
    • 11.6.1.Latin America
      • 11.6.1.1. Brazil
      • 11.6.1.2. Mexico
      • 11.6.1.3. Rest of Latin America

12. Middle East and Africa Edutainment Market, 2020-2030, USD (Million)

  • 12.1. Market Overview
  • 12.2. Edutainment Market: By Game, 2020-2030, USD (Million)
  • 12.3. Edutainment Market: By Facility Size, 2020-2030, USD (Million)
  • 12.4. Edutainment Market: By Revenue Source, 2020-2030, USD (Million)
  • 12.5. Edutainment Market: By Age Group, 2020-2030, USD (Million)
  • 12.6.Edutainment Market: By Region, 2020-2030, USD (Million)
    • 12.6.1.Middle East and Africa
      • 12.6.1.1. GCC
      • 12.6.1.2. Africa
      • 12.6.1.3. Rest of Middle East and Africa

13. Company Profile

  • 13.1. ConveGenius
    • 13.1.1. Company Overview
    • 13.1.2. Financial Performance
    • 13.1.3. Product Portfolio
    • 13.1.4. Strategic Initiatives
  • 13.2. CurioCity
    • 13.2.1. Company Overview
    • 13.2.2. Financial Performance
    • 13.2.3. Product Portfolio
    • 13.2.4. Strategic Initiatives
  • 13.3. Grey Sim
    • 13.3.1. Company Overview
    • 13.3.2. Financial Performance
    • 13.3.3. Product Portfolio
    • 13.3.4. Strategic Initiatives
  • 13.4. Kidz Holding S.A.L.
    • 13.4.1. Company Overview
    • 13.4.2. Financial Performance
    • 13.4.3. Product Portfolio
    • 13.4.4. Strategic Initiatives
  • 13.5. Kidzania
    • 13.5.1. Company Overview
    • 13.5.2. Financial Performance
    • 13.5.3. Product Portfolio
    • 13.5.4. Strategic Initiatives
  • 13.6. Kindercity
    • 13.6.1. Company Overview
    • 13.6.2. Financial Performance
    • 13.6.3. Product Portfolio
    • 13.6.4. Strategic Initiatives
  • 13.7. Legoland Discovery Center
    • 13.7.1. Company Overview
    • 13.7.2. Financial Performance
    • 13.7.3. Product Portfolio
    • 13.7.4. Strategic Initiatives
  • 13.8. Little Explorers
    • 13.8.1. Company Overview
    • 13.8.2. Financial Performance
    • 13.8.3. Product Portfolio
    • 13.8.4. Strategic Initiatives
  • 13.9. Mattle Play Town
    • 13.9.1. Company Overview
    • 13.9.2. Financial Performance
    • 13.9.3. Product Portfolio
    • 13.9.4. Strategic Initiatives
  • 13.10. Plabo
    • 13.10.1. Company Overview
    • 13.10.2. Financial Performance
    • 13.10.3. Product Portfolio
    • 13.10.4. Strategic Initiatives
  • 13.11. Pororo Parks
    • 13.11.1. Company Overview
    • 13.11.2. Financial Performance
    • 13.11.3. Product Portfolio
    • 13.11.4. Strategic Initiatives
  • 13.12. Totter's Otterville
    • 13.12.1. Company Overview
    • 13.12.2. Financial Performance
    • 13.12.3. Product Portfolio
    • 13.12.4. Strategic Initiatives