![]() |
½ÃÀ庸°í¼
»óǰÄÚµå
1587931
¿¡µàÅ×ÀÎ¸ÕÆ® ½ÃÀå : Á¦Ç° À¯Çüº°, ÃÖÁ¾ »ç¿ëÀÚº°, Áö¿ªº°Edutainment Market, By Product Type (Hybrid, Non-interactive, Interactive, and Explorative), By End User (Children, Teenagers, Young Adult, and Adult), By Geography (North America, Latin America, Asia Pacific, Europe, Middle East, and Africa) |
¼¼°èÀÇ ¿¡µàÅ×ÀÎ¸ÕÆ® ½ÃÀåÀº 2024³â¿¡´Â 36¾ï 1,000¸¸ ´Þ·¯·Î ÃßÁ¤µÇ°í, 2031³â¿¡´Â 78¾ï 2,000¸¸ ´Þ·¯¿¡ À̸¦ °ÍÀ¸·Î ¿¹ÃøµÇ¸ç, 2024³âºÎÅÍ 2031³â±îÁöÀÇ CAGRÀº 11.7%·Î Àü¸ÁµË´Ï´Ù.
º¸°í ¹üÀ§ | º¸°í¼ ¼¼ºÎÁ¤º¸ | ||
---|---|---|---|
±âÁسâ | 2023³â | ½ÃÀå ±Ô¸ð(2024³â) | 36¾ï 1,000¸¸ ´Þ·¯ |
½ÇÀû µ¥ÀÌÅÍ | (2019-2023³â) | ¿¹Ãø ±â°£ | (2024-2031³â) |
¿¹Ãø ±â°£(2024-2031³â CAGR) : | 11.70% | °¡Ä¡ ¿¹Ãø(2031³â) | 78¾ï 2,000¸¸ ´Þ·¯ |
¼¼°èÀÇ ¿¡µàÅ×ÀÎ¸ÕÆ® ½ÃÀåÀº ÇâÈÄ ¼ö³â°£ Å©°Ô ¼ºÀåÇÒ °ÍÀ¸·Î ¿¹ÃøµÇ°í ÀÖ½À´Ï´Ù. ¿¡µàÅ×ÀÎ¸ÕÆ®´Â ±³À° ¹× ÇнÀ ¸ñÀûÀ¸·Î ¿£ÅÍÅ×ÀÎ¸ÕÆ®, ¸ÖƼ¹Ìµð¾î µµ±¸ ¹× Á¢±Ù¹ýÀ» ÀÌ¿ëÇÏ´Â °ÍÀ» ÀǹÌÇÕ´Ï´Ù. ½ºÅ丮ÅÚ¸µÀ̳ª °ÔÀÓ, üÇèÇüÀÇ ½Ö¹æÇâ ¾×Æ¼ºñƼ µîÀ» Ȱ¿ëÇØ, ÇлýÀÇ Èï¹Ì¸¦ ²ø¾î, Áñ°Å¿î ¹æ¹ýÀ¸·Î Áö½ÄÀ» ¼ö¿©ÇÕ´Ï´Ù. µðÁöÅÐ ÇнÀÀÇ ÀαⰡ ³ô¾ÆÁö°í »õ·Î¿î ¼¼´ë¿¡°Ô ±³À°À» º¸´Ù Èï¹Ì·Ó°í üÇèÀûÀ¸·Î ÇÒ Çʿ伺ÀÌ ³ô¾ÆÁö°í ÀÖ´Â °¡¿îµ¥, ¿¡µàÅ×ÀÎ¸ÕÆ® Á¦Ç°À̳ª ¼ºñ½º¿¡ ´ëÇÑ ¼ö¿ä´Â ¼¼°èÀûÀ¸·Î ³ô¾ÆÁö°í ÀÖ½À´Ï´Ù. À̸¦ ÃËÁøÇÏ´Â ÁÖ¿ä ¿äÀÎÀ¸·Î´Â ¿¡µàÅ×ÀÎ¸ÕÆ® üÇèÀ» Çâ»ó½ÃŰ´Â °¡»óÇö½Ç, Áõ°Çö½Ç, ÀΰøÁö´É ±â¼úÀÇ µîÀåÀ» µé ¼ö ÀÖ½À´Ï´Ù. ÇÑÆí, Çõ½ÅÀûÀÎ ¿¡µàÅ×ÀÎ¸ÕÆ® ¼Ö·ç¼Ç °³¹ß¿¡ ´ëÇÑ °ü¹Î ¾ç ºÎ¹®¿¡ ÀÇÇÑ ÅõÀÚ È®´ëµµ ½ÃÀåÀ» ÀüÁø½Ã۰í ÀÖ½À´Ï´Ù.
¼¼°èÀÇ ¿¡µàÅ×ÀÎ¸ÕÆ® ½ÃÀåÀº Çõ½ÅÀûÀÎ ¿¡µàÅ×ÀÎ¸ÕÆ® ¼Ö·ç¼Ç °³¹ßÀ» À§ÇÑ ¼¼°è ÅõÀÚ Áõ°¡·Î Àû±ØÀûÀÎ ¼ºÀåÀ» ÀÌ·ç°í ÀÖ½À´Ï´Ù. µðÁöÅÐ ÇнÀÀÇ ÀαⰡ ³ô¾ÆÁö°í üÇèÀû ±â¹ýÀ» ÅëÇØ Çлýµé¿¡°Ô º¸´Ù Èï¹Ì·Î¿î ±³À°À» ÇÒ Çʿ伺ÀÌ ÁÖ¿ä ¼ºÀå ÃËÁø¿äÀÎÀÌ µÇ°í ÀÖ½À´Ï´Ù. ±×·¯³ª ¿¡µàÅ×ÀÎ¸ÕÆ® Á¦Ç°°ú ¼ºñ½º °³¹ß¿¡ ÇÊ¿äÇÑ °í¾×ÀÇ Ãʱâ ÅõÀÚ´Â ½ÃÀå ±â¾÷¿¡°Ô °úÁ¦°¡ µÇ°í ÀÖ½À´Ï´Ù. ¹Ý¸é, °¡»óÇö½Ç, È®ÀåÁö´É, ÀΰøÁö´É µîÀÇ Ã·´Ü±â¼úÀÇ Ã¤¿ëÀÌ Áõ°¡Çϰí ÀÖ¾î ¿¡µàÅ×ÀÎ¸ÕÆ® üÇèÀÌ °ÈµÇ±â ¶§¹®¿¡ À¯¸®ÇÑ ±âȸ¸¦ °¡Á®¿À°í ÀÖ½À´Ï´Ù. ÁÖ¿ä ±â¾÷Àº ÀÌ·¯ÇÑ ±â¼úÀ» ÀÚ»ç Á¦Ç°¿¡ ÅëÇÕÇϱâ À§ÇØ ¿¬±¸°³¹ß¿¡ ÅõÀÚÇϰí ÀÖ½À´Ï´Ù.
º» º¸°í¼¿¡¼´Â ¼¼°èÀÇ ¿¡µàÅ×ÀÎ¸ÕÆ® ½ÃÀåÀ» »ó¼¼ÇÏ°Ô ºÐ¼®ÇÏ¿© 2023³âÀ» ±âÁسâÀ¸·Î ÇÑ ¿¹Ãø±â°£(2024-2031³â) ½ÃÀå ±Ô¸ð ¹× º¹ÇÕ¿¬°£ ¼ºÀå·ü(CAGR%)À» Á¦°øÇÕ´Ï´Ù.
¶ÇÇÑ ´Ù¾çÇÑ ºÎ¹®¿¡ °ÉÄ£ ÀáÀçÀûÀÎ ¼öÀÍ ±âȸ¸¦ ¹àÈ÷°í ÀÌ ½ÃÀåÀÇ ¸Å·ÂÀûÀÎ ÅõÀÚ Á¦¾È ¸ÅÆ®¸¯½º¸¦ ¼³¸íÇÕ´Ï´Ù.
¶ÇÇÑ ½ÃÀå ¼ºÀå ÃËÁø¿äÀÎ, ¾ïÁ¦¿äÀÎ, ±âȸ, ½ÅÁ¦Ç° Ãâ½Ã ¹× ½ÂÀÎ, ½ÃÀå µ¿Çâ, Áö¿ªº° Àü¸Á, ÁÖ¿ä ±â¾÷ÀÌ Ã¤¿ëÇÏ´Â °æÀï Àü·« µî¿¡ °üÇÑ ÁÖ¿ä ÀλçÀÌÆ®µµ Á¦°øÇÕ´Ï´Ù.
¿£ÅÍÇÁ¶óÀÌÁî ÇÏÀ̶óÀÌÆ®, Á¦Ç° Æ÷Æ®Æú¸®¿À, ÁÖ¿ä ÇÏÀ̶óÀÌÆ®, À繫 ½ÇÀû, Àü·« µîÀÇ ¸Å°³º¯¼ö¸¦ ±â¹ÝÀ¸·Î Àü ¼¼°è ¿¡µàÅ×ÀÎ¸ÕÆ® ½ÃÀåÀÇ ÁÖ¿ä ±â¾÷À» ÇÁ·ÎÆÄÀϸµÇÕ´Ï´Ù.
ÁÖ¿ä ±â¾÷À¸·Î´Â Kahoot, ABCmouse, Curiosity Stream, LeapFrog Enterprises, Inc, BYJU's, Duolingo, Nickelodeon, Tynker, Minecraft Education Edition, Roblox Education µîÀÌ ÀÖ½À´Ï´Ù.
ÀÌ º¸°í¼ÀÇ ÀλçÀÌÆ®¸¦ ÅëÇØ ¸¶ÄÉÆÃ ´ã´çÀÚ¿Í ±â¾÷ °æ¿µÁøÀº ÇâÈÄ Á¦Ç° Ãâ½Ã, À¯Çü ¾÷±×·¹À̵å, ½ÃÀå È®´ë, ¸¶ÄÉÆÃ Àü¼ú¿¡ ´ëÇÑ Á¤º¸¸¦ ¹ÙÅÁÀ¸·Î ÀÇ»ç °áÁ¤À» ³»¸± ¼ö ÀÖ½À´Ï´Ù.
ÀÌ Á¶»ç º¸°í¼´Â ÅõÀÚÀÚ, °ø±Þ¾÷ü, Á¦Ç° Á¦Á¶¾÷ü, À¯Åë¾÷ü, ½Å±Ô Âü°¡ÀÚ, À繫 ºÐ¼®°¡ µî ÀÌ ¾÷°èÀÇ ´Ù¾çÇÑ ÀÌÇØ°ü°èÀÚ¸¦ ´ë»óÀ¸·Î ÇÕ´Ï´Ù.
ÀÌÇØ°ü°èÀÚµéÀº ¼¼°èÀÇ ¿¡µàÅ×ÀÎ¸ÕÆ® ½ÃÀå ºÐ¼®¿¡ »ç¿ëµÇ´Â ´Ù¾çÇÑ Àü·« ¸ÅÆ®¸¯½º¸¦ ÅëÇØ ÀÇ»ç°áÁ¤ÀÌ ¿ëÀÌÇØÁý´Ï´Ù.
Global edutainment market is estimated to be valued at USD 3.61 Bn in 2024 and is expected to reach USD 7.82 Bn by 2031, exhibiting a compound annual growth rate (CAGR) of 11.7% from 2024 to 2031.
Report Coverage | Report Details | ||
---|---|---|---|
Base Year: | 2023 | Market Size in 2024: | US$ 3.61 Bn |
Historical Data for: | 2019 To 2023 | Forecast Period: | 2024 To 2031 |
Forecast Period 2024 to 2031 CAGR: | 11.70% | 2031 Value Projection: | US$ 7.82 Bn |
Global edutainment market is projected to grow significantly in the coming years. Edutainment refers to the use of entertainment and multimedia tools and approaches for the purpose of education and learning. It utilizes storytelling, games, and hands-on interactive activities to engage students and impart knowledge in an enjoyable way. With the growing popularity of digital learning and the need to make education more interesting and experiential for the new generation, the demand for edutainment products and services is rising globally. Major factors driving this include the advent of virtual reality, augmented reality and artificial intelligence technologies which are enhancing the edutainment experience. Meanwhile, growing investments by both private and public sectors in developing innovative edutainment solutions are also propelling the market forward.
Global edutainment market is witnessing positive growth driven by rising investments in developing innovative edutainment solutions globally. Growing popularity of digital learning and need to make education more interesting for students through experiential methods is a key growth driver. However, high initial investments required for the development of edutainment products and services pose a challenge for market players. Meanwhile, increasing adoption of advanced technologies such as virtual reality, augmented reality, and artificial intelligence present lucrative opportunities, as they are enhancing the edutainment experience. Major companies are investing in R&D to incorporate these technologies in their offerings.
This report provides in-depth analysis of the global edutainment market, and provides market size (US$ Billion) and compound annual growth rate (CAGR%) for the forecast period (2024-2031), considering 2023 as the base year
It elucidates potential revenue opportunities across different segments and explains attractive investment proposition matrices for this market
This study also provides key insights about market drivers, restraints, opportunities, new product launches or approvals, market trends, regional outlook, and competitive strategies adopted by key players
It profiles key players in the global edutainment market based on the following parameters - company highlights, products portfolio, key highlights, financial performance, and strategies
Key companies covered as a part of this study include Kahoot, ABCmouse, Curiosity Stream, LeapFrog Enterprises, Inc, BYJU's, Duolingo, Nickelodeon, Tynker, Minecraft Education Edition, and Roblox Education
Insights from this report would allow marketers and the management authorities of the companies to make informed decisions regarding their future product launches, type up-gradation, market expansion, and marketing tactics
The global edutainment market report caters to various stakeholders in this industry including investors, suppliers, product manufacturers, distributors, new entrants, and financial analysts
Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the global edutainment market