デフォルト表紙
市場調査レポート
商品コード
1614102

エデュテインメント市場:コンテンツタイプ、プラットフォーム、エンドユーザー別-2025-2030年世界予測

Edutainment Market by Content Type (Academic Subjects, Creativity & Arts, Health & Fitness), Platform (Books & eBooks, Games & Interactive Systems, Mobile Apps), End-User - Global Forecast 2025-2030


出版日
発行
360iResearch
ページ情報
英文 186 Pages
納期
即日から翌営業日
カスタマイズ可能
適宜更新あり
価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=149.35円
エデュテインメント市場:コンテンツタイプ、プラットフォーム、エンドユーザー別-2025-2030年世界予測
出版日: 2024年12月01日
発行: 360iResearch
ページ情報: 英文 186 Pages
納期: 即日から翌営業日
GIIご利用のメリット
  • 全表示
  • 概要
  • 図表
  • 目次
概要

エデュテインメント市場は、2023年に42億8,000万米ドルと評価され、2024年には49億4,000万米ドルに達すると予測され、CAGR 15.87%で成長し、2030年には120億1,000万米ドルに達すると予測されています。

教育とエンターテインメントの融合であるエデュテインメント市場は、教育とエンターテインメントを同時にデザインしたデジタルプラットフォーム、メディア、ゲーム、アクティビティを含む広い範囲を包含しています。この市場は、子どもから大人まで、さまざまな層にアピールする魅力的な学習体験に対する需要の高まりにより、重要な位置を占めています。アプリケーションは、インタラクティブな博物館展示から教育用モバイルアプリケーションまで多岐にわたり、子どもの認知発達と大人の継続的な学習機会の両方を促進します。最終用途の範囲は広く、教育機関、ゲーム会社、コンテンツ制作者、保護者、学生などが含まれます。主な成長要因としては、拡張現実や仮想現実などの技術的進歩、インターネット普及率の増加、パンデミック中およびパンデミック後の学習嗜好の進化などが挙げられます。これらの技術を活用して没入型の教育体験を生み出す革新的なコンテンツを開発することで、最新のビジネスチャンスが生まれます。エデュテインメントにおけるパーソナライゼーションとアダプティブ・ラーニングは、個人の学習ペースやスタイルに対応し、大きな可能性を提供します。しかし、競合の多さ、コンテンツの品質管理、エンターテインメントの中での教育的価値の維持といった課題も存在します。特に新興国市場では、デジタルデバイドの問題が市場開拓の妨げになる可能性があります。イノベーションは、AIを活用したパーソナライズされた学習プラットフォームや、魅力的な教育コンテンツを設計するための教育者、技術者、クリエイターの相互協力に焦点を当てることができます。持続可能なビジネスモデルは、職業訓練や専門技能教育といったニッチ市場をターゲットにすることで構築できます。デジタルトランスフォーメーションが進むにつれ、クラウドベースのソリューションや接続性の向上が世界な展開を促進し、市場はますますダイナミックになると予想されます。この市場を活用しようとする企業には、学習者のエンゲージメント戦略に関する調査に投資し、教育機関やハイテク企業と戦略的パートナーシップを結ぶことが推奨されます。技術動向や消費者からのフィードバックに適応し続けることは、複雑な状況を乗り切り、エデュテインメント分野に内在する成長の可能性をつかむ上で極めて重要です。

主な市場の統計
基準年[2023] 42億8,000万米ドル
推定年[2024] 49億4,000万米ドル
予測年[2030] 120億1,000万米ドル
CAGR(%) 15.87%

市場力学:急速に進化するエデュテインメント市場の主要市場インサイトを公開

エデュテインメント市場は、需要と供給のダイナミックな相互作用によって変貌を遂げています。このような市場力学の進化を理解することで、企業は十分な情報に基づいた投資決定、戦略的決定の精緻化、そして新たなビジネスチャンスの獲得に備えることができます。これらの動向を包括的に把握することで、企業は政治的、地理的、技術的、社会的、経済的な領域にわたる様々なリスクを軽減することができ、また、消費者行動とそれが製造コストや購買動向に与える影響をより明確に理解することができます。

  • 市場促進要因
    • 現代的かつインタラクティブなアプローチによる質の高い教育への需要の高まり
    • 学習用デジタル・インフラの整備
    • 商業分野での研修・スキル開発におけるエデュテインメントの利用拡大
  • 市場抑制要因
    • エデュテインメントを導入する際のITインフラの不足とトレーナーの理解不足
  • 市場機会
    • エデュテインメントソリューションにおけるAR、VR、AIの統合の拡大
    • 新しい言語を学習するためのエデュテインメントの採用
  • 市場の課題
    • 学習目的やカリキュラムに合った適切なゲームデザインを作成するための潜在的な障壁

ポーターのファイブフォース:エデュテインメント市場をナビゲートする戦略ツール

ポーターのファイブフォースフレームワークは、エデュテインメント市場の競合情勢を理解するための重要なツールです。ポーターのファイブフォース・フレームワークは、企業の競争力を評価し、戦略的機会を探るための明確な手法を提供します。このフレームワークは、企業が市場内の勢力図を評価し、新規事業の収益性を判断するのに役立ちます。これらの洞察により、企業は自社の強みを活かし、弱みに対処し、潜在的な課題を回避することができ、より強靭な市場でのポジショニングを確保することができます。

PESTLE分析:エデュテインメント市場における外部からの影響の把握

外部マクロ環境要因は、エデュテインメント市場の業績ダイナミクスを形成する上で極めて重要な役割を果たします。政治的、経済的、社会的、技術的、法的、環境的要因の分析は、これらの影響をナビゲートするために必要な情報を提供します。PESTLE要因を調査することで、企業は潜在的なリスクと機会をよりよく理解することができます。この分析により、企業は規制、消費者の嗜好、経済動向の変化を予測し、先を見越した積極的な意思決定を行う準備ができます。

市場シェア分析エデュテインメント市場における競合情勢の把握

エデュテインメント市場の詳細な市場シェア分析により、ベンダーの業績を包括的に評価することができます。企業は、収益、顧客ベース、成長率などの主要指標を比較することで、競争上のポジショニングを明らかにすることができます。この分析により、市場の集中、断片化、統合の動向が明らかになり、ベンダーは競争が激化する中で自社の地位を高める戦略的意思決定を行うために必要な知見を得ることができます。

FPNVポジショニング・マトリックスエデュテインメント市場におけるベンダーのパフォーマンス評価

FPNVポジショニングマトリックスは、エデュテインメント市場においてベンダーを評価するための重要なツールです。このマトリックスにより、ビジネス組織はベンダーのビジネス戦略と製品満足度に基づき評価することで、目標に沿った十分な情報に基づいた意思決定を行うことができます。4つの象限によりベンダーを明確かつ的確にセグメント化し、戦略目標に最適なパートナーやソリューションを特定することができます。

戦略分析と推奨エデュテインメント市場における成功への道筋を描く

エデュテインメント市場の戦略分析は、世界市場でのプレゼンス強化を目指す企業にとって不可欠です。主要なリソース、能力、業績指標を検討することで、企業は成長機会を特定し、改善に取り組むことができます。このアプローチにより、競合情勢における課題を克服し、新たなビジネスチャンスを活かして長期的な成功を収めるための体制を整えることができます。

本レポートでは、主要な注目分野を網羅した市場の包括的な分析を提供しています:

1.市場の浸透度:現在の市場環境の詳細なレビュー、主要企業による広範なデータ、市場でのリーチと全体的な影響力の評価。

2.市場の開拓度:新興市場における成長機会を特定し、既存分野における拡大可能性を評価し、将来の成長に向けた戦略的ロードマップを提供します。

3.市場の多様化:最近の製品発売、未開拓の地域、業界の主要な進歩、市場を形成する戦略的投資を分析します。

4.競合の評価と情報:競合情勢を徹底的に分析し、市場シェア、事業戦略、製品ポートフォリオ、認証、規制当局の承認、特許動向、主要企業の技術進歩などを検証します。

5.製品開発およびイノベーション:将来の市場成長を促進すると期待される最先端技術、研究開発活動、製品イノベーションをハイライトしています。

また、利害関係者が十分な情報を得た上で意思決定できるよう、重要な質問にも答えています:

1.現在の市場規模と今後の成長予測は?

2.最高の投資機会を提供する製品、セグメント、地域はどこか?

3.市場を形成する主な技術動向と規制の影響とは?

4.主要ベンダーの市場シェアと競合ポジションは?

5.ベンダーの市場参入・撤退戦略の原動力となる収益源と戦略的機会は何か?

目次

第1章 序文

第2章 調査手法

第3章 エグゼクティブサマリー

第4章 市場の概要

第5章 市場洞察

  • 市場力学
    • 促進要因
      • 現代的でインタラクティブなアプローチによる質の高い教育への需要の高まり
      • 学習のためのデジタルインフラの利用可能性の向上
      • 商業部門におけるトレーニングとスキル開発のためのエデュテインメントの使用が増加
    • 抑制要因
      • ITインフラストラクチャの利用可能性が限られており、トレーナーがエデュテインメントの実装について理解が不足している
    • 機会
      • エデュテインメントソリューションにおけるAR、VR、AIの統合の拡大
      • 新しい言語を学ぶためのエデュテインメントの採用
    • 課題
      • 学習目標とカリキュラムを満たす適切なゲームデザインを作成する際の潜在的な障壁
  • 市場セグメンテーション分析
    • コンテンツタイプ:幅広い年齢層や興味に応えるエデュテインメントコンテンツの人気が高まっています
    • エンドユーザー:柔軟な学習機会を提供するために、成人の間でエデュテインメントの採用率が高い
  • ポーターのファイブフォース分析
  • PESTEL分析
    • 政治的
    • 経済
    • 社交
    • 技術的
    • 法律上
    • 環境

第6章 エデュテインメント市場コンテンツタイプ別

  • 学問分野
  • 創造性と芸術
  • 健康とフィットネス
  • ライフスキル

第7章 エデュテインメント市場:プラットフォーム別

  • 書籍と電子書籍
  • ゲームとインタラクティブシステム
  • モバイルアプリ
  • オンラインプラットフォームとウェブサイト
  • テレビと映画

第8章 エデュテインメント市場:エンドユーザー別

  • 大人
  • 子供たち
  • ティーンエイジャー
  • 幼児・未就学児

第9章 南北アメリカのエデュテインメント市場

  • アルゼンチン
  • ブラジル
  • カナダ
  • メキシコ
  • 米国

第10章 アジア太平洋地域のエデュテインメント市場

  • オーストラリア
  • 中国
  • インド
  • インドネシア
  • 日本
  • マレーシア
  • フィリピン
  • シンガポール
  • 韓国
  • 台湾
  • タイ
  • ベトナム

第11章 欧州・中東・アフリカのエデュテインメント市場

  • デンマーク
  • エジプト
  • フィンランド
  • フランス
  • ドイツ
  • イスラエル
  • イタリア
  • オランダ
  • ナイジェリア
  • ノルウェー
  • ポーランド
  • カタール
  • ロシア
  • サウジアラビア
  • 南アフリカ
  • スペイン
  • スウェーデン
  • スイス
  • トルコ
  • アラブ首長国連邦
  • 英国

第12章 競合情勢

  • 市場シェア分析2023
  • FPNVポジショニングマトリックス, 2023
  • 競合シナリオ分析
    • AscendはAIを通じてパーソナライズされた学習とスキル開発に革命を起こしています
    • Imarticus LearningによるHeroMindmineの戦略的買収によりゲームベースの学習を強化
    • MentorShowは、トレーニングとスキル開発のためのデジタル学習を革新するために多額の資金を獲得しました。
  • 戦略分析と提言

企業一覧

  • Animated Technologies Ltd.
  • Archy Learning
  • Batia Infotech
  • Blooket LLC
  • Breakout Inc.
  • Bright Horizons Family Solutions Inc.
  • Centrical
  • Classcraft Studios Inc.
  • Cognitive ToyBox, Inc.
  • Discovery Kids by Discovery Communications, LLC
  • Duolingo, Inc.
  • Hornbill FX Private Limited
  • Hurix Systems Pvt. Ltd.
  • Kahoot!ASA
  • KidZania Operations, S.a.r.l.
  • Kuato Studios
  • Layup by Creative eLearning Pvt. Ltd.
  • Legoland Discovery Centre
  • Lumos Labs, Inc.
  • Microsoft Corporation
  • National Geographic Partners, LLC
  • Prodigy Education Inc.
  • Quizlet, Inc.
  • QuoDeck Technologies PLC
  • Schell Games
  • Smart Lumies, Inc.
  • Udemy, Inc.
図表

LIST OF FIGURES

  • FIGURE 1. EDUTAINMENT MARKET RESEARCH PROCESS
  • FIGURE 2. EDUTAINMENT MARKET SIZE, 2023 VS 2030
  • FIGURE 3. GLOBAL EDUTAINMENT MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 4. GLOBAL EDUTAINMENT MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 5. GLOBAL EDUTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 6. GLOBAL EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2023 VS 2030 (%)
  • FIGURE 7. GLOBAL EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 8. GLOBAL EDUTAINMENT MARKET SIZE, BY PLATFORM, 2023 VS 2030 (%)
  • FIGURE 9. GLOBAL EDUTAINMENT MARKET SIZE, BY PLATFORM, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 10. GLOBAL EDUTAINMENT MARKET SIZE, BY END-USER, 2023 VS 2030 (%)
  • FIGURE 11. GLOBAL EDUTAINMENT MARKET SIZE, BY END-USER, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 12. AMERICAS EDUTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 13. AMERICAS EDUTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 14. UNITED STATES EDUTAINMENT MARKET SIZE, BY STATE, 2023 VS 2030 (%)
  • FIGURE 15. UNITED STATES EDUTAINMENT MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 16. ASIA-PACIFIC EDUTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 17. ASIA-PACIFIC EDUTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 18. EUROPE, MIDDLE EAST & AFRICA EDUTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 19. EUROPE, MIDDLE EAST & AFRICA EDUTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 20. EDUTAINMENT MARKET SHARE, BY KEY PLAYER, 2023
  • FIGURE 21. EDUTAINMENT MARKET, FPNV POSITIONING MATRIX, 2023

LIST OF TABLES

  • TABLE 1. EDUTAINMENT MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
  • TABLE 3. GLOBAL EDUTAINMENT MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. GLOBAL EDUTAINMENT MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 5. GLOBAL EDUTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 6. EDUTAINMENT MARKET DYNAMICS
  • TABLE 7. GLOBAL EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 8. GLOBAL EDUTAINMENT MARKET SIZE, BY ACADEMIC SUBJECTS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. GLOBAL EDUTAINMENT MARKET SIZE, BY CREATIVITY & ARTS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. GLOBAL EDUTAINMENT MARKET SIZE, BY HEALTH & FITNESS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 11. GLOBAL EDUTAINMENT MARKET SIZE, BY LIFE SKILLS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 12. GLOBAL EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 13. GLOBAL EDUTAINMENT MARKET SIZE, BY BOOKS & EBOOKS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 14. GLOBAL EDUTAINMENT MARKET SIZE, BY GAMES & INTERACTIVE SYSTEMS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 15. GLOBAL EDUTAINMENT MARKET SIZE, BY MOBILE APPS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 16. GLOBAL EDUTAINMENT MARKET SIZE, BY ONLINE PLATFORMS & WEBSITES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 17. GLOBAL EDUTAINMENT MARKET SIZE, BY TELEVISION & FILMS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 18. GLOBAL EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 19. GLOBAL EDUTAINMENT MARKET SIZE, BY ADULTS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 20. GLOBAL EDUTAINMENT MARKET SIZE, BY CHILDREN, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 21. GLOBAL EDUTAINMENT MARKET SIZE, BY TEENAGERS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 22. GLOBAL EDUTAINMENT MARKET SIZE, BY TODDLERS & PRESCHOOLERS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 23. AMERICAS EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 24. AMERICAS EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 25. AMERICAS EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 26. AMERICAS EDUTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 27. ARGENTINA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 28. ARGENTINA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 29. ARGENTINA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 30. BRAZIL EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 31. BRAZIL EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 32. BRAZIL EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 33. CANADA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 34. CANADA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 35. CANADA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 36. MEXICO EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 37. MEXICO EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 38. MEXICO EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 39. UNITED STATES EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 40. UNITED STATES EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 41. UNITED STATES EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 42. UNITED STATES EDUTAINMENT MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 43. ASIA-PACIFIC EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 44. ASIA-PACIFIC EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 45. ASIA-PACIFIC EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 46. ASIA-PACIFIC EDUTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 47. AUSTRALIA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 48. AUSTRALIA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 49. AUSTRALIA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 50. CHINA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 51. CHINA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 52. CHINA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 53. INDIA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 54. INDIA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 55. INDIA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 56. INDONESIA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 57. INDONESIA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 58. INDONESIA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 59. JAPAN EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 60. JAPAN EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 61. JAPAN EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 62. MALAYSIA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 63. MALAYSIA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 64. MALAYSIA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 65. PHILIPPINES EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 66. PHILIPPINES EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 67. PHILIPPINES EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 68. SINGAPORE EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 69. SINGAPORE EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 70. SINGAPORE EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 71. SOUTH KOREA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 72. SOUTH KOREA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 73. SOUTH KOREA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 74. TAIWAN EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 75. TAIWAN EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 76. TAIWAN EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 77. THAILAND EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 78. THAILAND EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 79. THAILAND EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 80. VIETNAM EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 81. VIETNAM EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 82. VIETNAM EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 83. EUROPE, MIDDLE EAST & AFRICA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 84. EUROPE, MIDDLE EAST & AFRICA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 85. EUROPE, MIDDLE EAST & AFRICA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 86. EUROPE, MIDDLE EAST & AFRICA EDUTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 87. DENMARK EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 88. DENMARK EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 89. DENMARK EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 90. EGYPT EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 91. EGYPT EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 92. EGYPT EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 93. FINLAND EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 94. FINLAND EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 95. FINLAND EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 96. FRANCE EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 97. FRANCE EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 98. FRANCE EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 99. GERMANY EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 100. GERMANY EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 101. GERMANY EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 102. ISRAEL EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 103. ISRAEL EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 104. ISRAEL EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 105. ITALY EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 106. ITALY EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 107. ITALY EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 108. NETHERLANDS EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 109. NETHERLANDS EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 110. NETHERLANDS EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 111. NIGERIA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 112. NIGERIA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 113. NIGERIA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 114. NORWAY EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 115. NORWAY EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 116. NORWAY EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 117. POLAND EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 118. POLAND EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 119. POLAND EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 120. QATAR EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 121. QATAR EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 122. QATAR EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 123. RUSSIA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 124. RUSSIA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 125. RUSSIA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 126. SAUDI ARABIA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 127. SAUDI ARABIA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 128. SAUDI ARABIA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 129. SOUTH AFRICA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 130. SOUTH AFRICA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 131. SOUTH AFRICA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 132. SPAIN EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 133. SPAIN EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 134. SPAIN EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 135. SWEDEN EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 136. SWEDEN EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 137. SWEDEN EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 138. SWITZERLAND EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 139. SWITZERLAND EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 140. SWITZERLAND EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 141. TURKEY EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 142. TURKEY EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 143. TURKEY EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 144. UNITED ARAB EMIRATES EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 145. UNITED ARAB EMIRATES EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 146. UNITED ARAB EMIRATES EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 147. UNITED KINGDOM EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 148. UNITED KINGDOM EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 149. UNITED KINGDOM EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 150. EDUTAINMENT MARKET SHARE, BY KEY PLAYER, 2023
  • TABLE 151. EDUTAINMENT MARKET, FPNV POSITIONING MATRIX, 2023
目次
Product Code: MRR-4A6A214484D7

The Edutainment Market was valued at USD 4.28 billion in 2023, expected to reach USD 4.94 billion in 2024, and is projected to grow at a CAGR of 15.87%, to USD 12.01 billion by 2030.

The edutainment market, an amalgamation of education and entertainment, encompasses a wide scope that includes digital platforms, media, games, and activities designed to educate and entertain simultaneously. This market is critical due to the growing demand for engaging learning experiences that appeal to various demographics, from children to adults. Applications range from interactive museum exhibits to educational mobile applications, fostering both cognitive development in children and continuous learning opportunities for adults. The end-use scope is broad, encompassing educational institutions, gaming companies, content creators, parents, and students. Key growth factors include technological advancements such as augmented and virtual reality, increasing internet penetration, and evolving learning preferences during and post-pandemic. Latest opportunities arise from developing innovative content that leverages these technologies to create immersive educational experiences. Personalization and adaptive learning in edutainment offer significant potential, catering to individual learning paces and styles. However, challenges exist, including high competition, content quality control, and maintaining educational value amidst entertainment. Market growth can be hindered by digital divide issues, particularly in developing regions. Innovations can focus on AI-driven personalized learning platforms and cross-collaboration between educators, technologists, and creatives to design compelling educational content. Sustainable business models can be built by targeting niche markets such as professional training and specialized skills education. As digital transformation continues, the market is expected to become increasingly dynamic, with cloud-based solutions and enhanced connectivity fostering global expansion. For businesses looking to capitalize on this market, investing in research on learner engagement strategies and forming strategic partnerships with educational bodies and tech firms is recommended. Remaining adaptable to tech trends and consumer feedback will be crucial in navigating the complexities and seizing the growth potential inherent in the edutainment sector.

KEY MARKET STATISTICS
Base Year [2023] USD 4.28 billion
Estimated Year [2024] USD 4.94 billion
Forecast Year [2030] USD 12.01 billion
CAGR (%) 15.87%

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving Edutainment Market

The Edutainment Market is undergoing transformative changes driven by a dynamic interplay of supply and demand factors. Understanding these evolving market dynamics prepares business organizations to make informed investment decisions, refine strategic decisions, and seize new opportunities. By gaining a comprehensive view of these trends, business organizations can mitigate various risks across political, geographic, technical, social, and economic domains while also gaining a clearer understanding of consumer behavior and its impact on manufacturing costs and purchasing trends.

  • Market Drivers
    • Rising demand for quality education with a modern and interactive approach
    • Improved availability of digital infrastructure for learning
    • Growing usage of edutainment in the commercial sector for training & skill development
  • Market Restraints
    • Limited availability of IT infrastructure and lack of understanding among trainers in implementing edutainment
  • Market Opportunities
    • Growing integration of AR, VR, and AI in edutainment solutions
    • Adoption of edutainment for learning new languages
  • Market Challenges
    • Potential barriers to creating suitable game designs that meet the learning objectives and curriculum

Porter's Five Forces: A Strategic Tool for Navigating the Edutainment Market

Porter's five forces framework is a critical tool for understanding the competitive landscape of the Edutainment Market. It offers business organizations with a clear methodology for evaluating their competitive positioning and exploring strategic opportunities. This framework helps businesses assess the power dynamics within the market and determine the profitability of new ventures. With these insights, business organizations can leverage their strengths, address weaknesses, and avoid potential challenges, ensuring a more resilient market positioning.

PESTLE Analysis: Navigating External Influences in the Edutainment Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the Edutainment Market. Political, Economic, Social, Technological, Legal, and Environmental factors analysis provides the necessary information to navigate these influences. By examining PESTLE factors, businesses can better understand potential risks and opportunities. This analysis enables business organizations to anticipate changes in regulations, consumer preferences, and economic trends, ensuring they are prepared to make proactive, forward-thinking decisions.

Market Share Analysis: Understanding the Competitive Landscape in the Edutainment Market

A detailed market share analysis in the Edutainment Market provides a comprehensive assessment of vendors' performance. Companies can identify their competitive positioning by comparing key metrics, including revenue, customer base, and growth rates. This analysis highlights market concentration, fragmentation, and trends in consolidation, offering vendors the insights required to make strategic decisions that enhance their position in an increasingly competitive landscape.

FPNV Positioning Matrix: Evaluating Vendors' Performance in the Edutainment Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the Edutainment Market. This matrix enables business organizations to make well-informed decisions that align with their goals by assessing vendors based on their business strategy and product satisfaction. The four quadrants provide a clear and precise segmentation of vendors, helping users identify the right partners and solutions that best fit their strategic objectives.

Strategy Analysis & Recommendation: Charting a Path to Success in the Edutainment Market

A strategic analysis of the Edutainment Market is essential for businesses looking to strengthen their global market presence. By reviewing key resources, capabilities, and performance indicators, business organizations can identify growth opportunities and work toward improvement. This approach helps businesses navigate challenges in the competitive landscape and ensures they are well-positioned to capitalize on newer opportunities and drive long-term success.

Key Company Profiles

The report delves into recent significant developments in the Edutainment Market, highlighting leading vendors and their innovative profiles. These include Animated Technologies Ltd., Archy Learning, Batia Infotech, Blooket LLC, Breakout Inc., Bright Horizons Family Solutions Inc., Centrical, Classcraft Studios Inc., Cognitive ToyBox, Inc., Discovery Kids by Discovery Communications, LLC, Duolingo, Inc., Hornbill FX Private Limited, Hurix Systems Pvt. Ltd., Kahoot! ASA, KidZania Operations, S.a.r.l., Kuato Studios, Layup by Creative eLearning Pvt. Ltd., Legoland Discovery Centre, Lumos Labs, Inc., Microsoft Corporation, National Geographic Partners, LLC, Prodigy Education Inc., Quizlet, Inc., QuoDeck Technologies PLC, Schell Games, Smart Lumies, Inc., and Udemy, Inc..

Market Segmentation & Coverage

This research report categorizes the Edutainment Market to forecast the revenues and analyze trends in each of the following sub-markets:

  • Based on Content Type, market is studied across Academic Subjects, Creativity & Arts, Health & Fitness, and Life Skills.
  • Based on Platform, market is studied across Books & eBooks, Games & Interactive Systems, Mobile Apps, Online Platforms & Websites, and Television & Films.
  • Based on End-User, market is studied across Adults, Children, Teenagers, and Toddlers & Preschoolers.
  • Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

The report offers a comprehensive analysis of the market, covering key focus areas:

1. Market Penetration: A detailed review of the current market environment, including extensive data from top industry players, evaluating their market reach and overall influence.

2. Market Development: Identifies growth opportunities in emerging markets and assesses expansion potential in established sectors, providing a strategic roadmap for future growth.

3. Market Diversification: Analyzes recent product launches, untapped geographic regions, major industry advancements, and strategic investments reshaping the market.

4. Competitive Assessment & Intelligence: Provides a thorough analysis of the competitive landscape, examining market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, and technological advancements of key players.

5. Product Development & Innovation: Highlights cutting-edge technologies, R&D activities, and product innovations expected to drive future market growth.

The report also answers critical questions to aid stakeholders in making informed decisions:

1. What is the current market size, and what is the forecasted growth?

2. Which products, segments, and regions offer the best investment opportunities?

3. What are the key technology trends and regulatory influences shaping the market?

4. How do leading vendors rank in terms of market share and competitive positioning?

5. What revenue sources and strategic opportunities drive vendors' market entry or exit strategies?

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Rising demand for quality education with a modern and interactive approach
      • 5.1.1.2. Improved availability of digital infrastructure for learning
      • 5.1.1.3. Growing usage of edutainment in the commercial sector for training & skill development
    • 5.1.2. Restraints
      • 5.1.2.1. Limited availability of IT infrastructure and lack of understanding among trainers in implementing edutainment
    • 5.1.3. Opportunities
      • 5.1.3.1. Growing integration of AR, VR, and AI in edutainment solutions
      • 5.1.3.2. Adoption of edutainment for learning new languages
    • 5.1.4. Challenges
      • 5.1.4.1. Potential barriers to creating suitable game designs that meet the learning objectives and curriculum
  • 5.2. Market Segmentation Analysis
    • 5.2.1. Content Type: Growing popularity of edutainment content that cater to a wide range of age groups and interests
    • 5.2.2. End-User: High adoption of edutainment among adults to provide flexible learning opportunities
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental

6. Edutainment Market, by Content Type

  • 6.1. Introduction
  • 6.2. Academic Subjects
  • 6.3. Creativity & Arts
  • 6.4. Health & Fitness
  • 6.5. Life Skills

7. Edutainment Market, by Platform

  • 7.1. Introduction
  • 7.2. Books & eBooks
  • 7.3. Games & Interactive Systems
  • 7.4. Mobile Apps
  • 7.5. Online Platforms & Websites
  • 7.6. Television & Films

8. Edutainment Market, by End-User

  • 8.1. Introduction
  • 8.2. Adults
  • 8.3. Children
  • 8.4. Teenagers
  • 8.5. Toddlers & Preschoolers

9. Americas Edutainment Market

  • 9.1. Introduction
  • 9.2. Argentina
  • 9.3. Brazil
  • 9.4. Canada
  • 9.5. Mexico
  • 9.6. United States

10. Asia-Pacific Edutainment Market

  • 10.1. Introduction
  • 10.2. Australia
  • 10.3. China
  • 10.4. India
  • 10.5. Indonesia
  • 10.6. Japan
  • 10.7. Malaysia
  • 10.8. Philippines
  • 10.9. Singapore
  • 10.10. South Korea
  • 10.11. Taiwan
  • 10.12. Thailand
  • 10.13. Vietnam

11. Europe, Middle East & Africa Edutainment Market

  • 11.1. Introduction
  • 11.2. Denmark
  • 11.3. Egypt
  • 11.4. Finland
  • 11.5. France
  • 11.6. Germany
  • 11.7. Israel
  • 11.8. Italy
  • 11.9. Netherlands
  • 11.10. Nigeria
  • 11.11. Norway
  • 11.12. Poland
  • 11.13. Qatar
  • 11.14. Russia
  • 11.15. Saudi Arabia
  • 11.16. South Africa
  • 11.17. Spain
  • 11.18. Sweden
  • 11.19. Switzerland
  • 11.20. Turkey
  • 11.21. United Arab Emirates
  • 11.22. United Kingdom

12. Competitive Landscape

  • 12.1. Market Share Analysis, 2023
  • 12.2. FPNV Positioning Matrix, 2023
  • 12.3. Competitive Scenario Analysis
    • 12.3.1. Ascend is Revolutionizing Personalized Learning and Skill Development through AI
    • 12.3.2. Imarticus Learning's Strategic Acquisition of HeroMindmine for Enhanced Game-Based Learning
    • 12.3.3. MentorShow Acquired a Significant Funding to Revolutionizing Digital Learning for Training and Skills Development
  • 12.4. Strategy Analysis & Recommendation

Companies Mentioned

  • 1. Animated Technologies Ltd.
  • 2. Archy Learning
  • 3. Batia Infotech
  • 4. Blooket LLC
  • 5. Breakout Inc.
  • 6. Bright Horizons Family Solutions Inc.
  • 7. Centrical
  • 8. Classcraft Studios Inc.
  • 9. Cognitive ToyBox, Inc.
  • 10. Discovery Kids by Discovery Communications, LLC
  • 11. Duolingo, Inc.
  • 12. Hornbill FX Private Limited
  • 13. Hurix Systems Pvt. Ltd.
  • 14. Kahoot! ASA
  • 15. KidZania Operations, S.a.r.l.
  • 16. Kuato Studios
  • 17. Layup by Creative eLearning Pvt. Ltd.
  • 18. Legoland Discovery Centre
  • 19. Lumos Labs, Inc.
  • 20. Microsoft Corporation
  • 21. National Geographic Partners, LLC
  • 22. Prodigy Education Inc.
  • 23. Quizlet, Inc.
  • 24. QuoDeck Technologies PLC
  • 25. Schell Games
  • 26. Smart Lumies, Inc.
  • 27. Udemy, Inc.