시장보고서
상품코드
1806445

세계의 에듀테인먼트 시장 보고서(2025년)

Edutainment Global Market Report 2025

발행일: | 리서치사: The Business Research Company | 페이지 정보: 영문 250 Pages | 배송안내 : 2-10일 (영업일 기준)

    
    
    




■ 보고서에 따라 최신 정보로 업데이트하여 보내드립니다. 배송일정은 문의해 주시기 바랍니다.

세계의 에듀테인먼트 시장 규모는 향후 수년간 급성장할 것으로 전망됩니다. 2029년 연평균 복합 성장률(CAGR)은 16.7%로 확대되어 155억 2,000만 달러로 성장할 것으로 보입니다. 예측기간의 성장은 접근성과 포괄성, 보호자의 학습 참여, 에듀테인먼트에 대한 정부의 지원, 지속적인 학습 문화, 소셜 러닝 기능의 탑재 등에 기인한다고 생각됩니다. 예측 기간의 주요 동향으로는 가상현실과 증강현실(에듀테인먼트), 교육에 있어서의 게이미피케이션, 교육 앱과 플랫폼, 학습에 있어서의 인공지능(AI), 컨텐츠 크리에이터와의 콜라보레이션 등을 들 수 있습니다.

향후 5년간 성장률 16.7%라는 예측은 이 시장의 지난 예측으로부터 0.2% 소폭 감소를 반영하고 있습니다. 이 감소는 주로 미국과 다른 국가 간의 관세의 영향 때문입니다. 수입 AV 툴, VR 헤드셋, 양방향 학습 시스템에 대한 관세는 여행 기반 교육 엔터테인먼트의 기술 혁신과 경제적인 방해가 될 수 있습니다. 또한 상호관세와 무역의 긴장과 한계 증가로 인한 세계 경제와 무역에 대한 악영향으로 인해 그 영향이 보다 광범위하게 이어질 수 있습니다.

에듀테인먼트의 세계 채용 확대가 예측기간 중 에듀테인먼트 시장 확대의 원동력이 될 것으로 예측됩니다. 엔터테인먼트와 교육을 융합시킨 이 컨셉은 유아에게 매력적인 학습 환경을 설명합니다. 에듀테인먼트는 지적 호기심을 자극하는 개념을 도입하여 학습 경험을 크게 향상시킵니다. 아이들은 좋아하는 캐릭터를 연기하거나 동경하는장소를 탐험하는 것으로, 자연과 호기심을 발휘해, 긍정적인 에너지를 기르고, 자신을 붙여 갑니다. 예를 들어 프랑스에 본부를 둔 국제기구인 유엔교육과학문화기관(유네스코)은 2023년 9월 유엔 회원국이 교육목표를 달성하기 위해서는 2030년까지 연간 140만명의 유아교육에 취학이 필수적이라고 보고했습니다. 게다가 초등교육의 수료율을 3배 가까이 향상시킬 필요가 있습니다. 그 결과 세계 에듀테인먼트 채용이 증가하고 에듀테인먼트 시장의 성장을 가속할 것으로 예측됩니다.

목차

제1장 주요 요약

제2장 시장 특징

제3장 시장 동향과 전략

제4장 시장 - 거시경제 시나리오 금리, 인플레이션, 지정학, 무역전쟁과 관세, 코로나 및 회복이 시장에 미치는 영향을 포함한 거시경제 시나리오

제5장 세계의 성장 분석과 전략 분석 프레임워크

  • 세계의 에듀테인먼트 시장 : PESTEL 분석(정치, 사회, 기술, 환경, 법적 요인, 촉진요인과 억제요인)
  • 최종 이용 산업의 분석
  • 세계의 에듀테인먼트 시장 : 성장률 분석
  • 세계의 에듀테인먼트 시장 실적 : 규모와 성장, 2019-2024년
  • 세계의 에듀테인먼트 시장 예측 : 규모와 성장, 2024-2029년, 2034년
  • 세계의 에듀테인먼트 시장 : 총 시장 규모(TAM)

제6장 시장 세분화

  • 세계의 에듀테인먼트 시장 : 제품 유형별, 분석과 예측, 2019-2024년, 2024-2029년, 2034년
  • 인터랙티브
  • 비인터랙티브
  • 하이브리드
  • 탐색적
  • 세계의 에듀테인먼트 시장 : 시설 규모별, 분석과 예측, 2019-2024년, 2024-2029년, 2034년
  • 5,001-1만 평방 피트
  • 1만 1-2만 평방 피트
  • 2만 1-4만 평방 피트
  • 4만 평방 피트 이상
  • 세계의 에듀테인먼트 시장 : 최종 사용자별, 분석과 예측, 2019-2024년, 2024-2029년, 2034년
  • 유아
  • 십대
  • 청년
  • 성인
  • 세계의 에듀테인먼트 시장 : 인터랙티브별, 분석과 예측, 2019-2024년, 2024-2029년, 2034년
  • 게임
  • 시뮬레이션
  • 가상
  • 현실
  • 체험
  • 세계의 에듀테인먼트 시장 : 비인터랙티브별, 분석과 예측, 2019-2024년, 2024-2029년, 2034년
  • 교육 비디오
  • 팟캐스트
  • 전자서적
  • 세계의 에듀테인먼트 시장 : 하이브리드별, 분석과 예측, 2019-2024년, 2024-2029년, 2034년
  • 블렌드
  • 학습
  • 플랫폼
  • 상호작용
  • E러닝
  • 모듈
  • 게이미피케이션
  • 체험
  • 세계의 에듀테인먼트 시장 : 탐색적별, 분석과 예측, 2019-2024년, 2024-2029년, 2034년
  • 발견형 학습 툴
  • 인터랙티브 전시
  • 몰입형 환경

제7장 지역별/국가별 분석

  • 세계의 에듀테인먼트 시장 : 지역별, 분석과 예측, 2019-2024년, 2024-2029년, 2034년
  • 세계의 에듀테인먼트 시장 : 국가별, 분석과 예측, 2019-2024년, 2024-2029년, 2034년

제8장 아시아태평양 시장

제9장 중국 시장

제10장 인도 시장

제11장 일본 시장

제12장 호주 시장

제13장 인도네시아 시장

제14장 한국 시장

제15장 서유럽 시장

제16장 영국 시장

제17장 독일 시장

제18장 프랑스 시장

제19장 이탈리아 시장

제20장 스페인 시장

제21장 동유럽 시장

제22장 러시아 시장

제23장 북미 시장

제24장 미국 시장

제25장 캐나다 시장

제26장 남미 시장

제27장 브라질 시장

제28장 중동 시장

제29장 아프리카 시장

제30장 경쟁 구도와 기업 프로파일

  • 에듀테인먼트 시장 : 경쟁 구도
  • 에듀테인먼트 시장 : 기업 프로파일
    • Kidzania
    • Legoland Discovery Center
    • Pororo Parks
    • CurioCity
    • Kindercity

제31장 기타 주요 기업 및 혁신 기업

  • Mattel Play! Town
  • Totter's Otterville
  • Kidz Holding SAL
  • Little Explorers
  • ConveGenius
  • Edsys
  • IdeaCrate Edutainment Company
  • DreamUs Edutainment
  • Smartivity Labs
  • Yottoy Productions
  • Toontastic
  • Crayola Experience
  • Discovery Kids
  • JumpStart Games
  • National Geographic Kids

제32장 세계 시장 경쟁 벤치마킹과 대시보드

제33장 주요 인수합병(M&A)

제34장 최근 시장 동향

제35장 시장의 잠재력이 높은 국가, 전략

  • 에듀테인먼트 시장(2029년) : 새로운 기회를 제공하는 국가
  • 에듀테인먼트 시장(2029년) : 새로운 기회를 제공하는 부문
  • 에듀테인먼트 시장(2029년) : 성장 전략
    • 시장 동향에 의한 전략
    • 경쟁 전략

제36장 부록

JHS 25.09.18

Edutainment combines education and entertainment, often found in places such as zoos, aquariums, science centers, botanical gardens, and children's museums. These edutainment centers offer educational features along with entertainment or amusement, making them popular choices for field trips.

In the realm of edutainment, products can be categorized into interactive, non-interactive, hybrid, and explorative types. Interactive edutainment involves games or leisure activities where the user's actions have a direct impact on the experience. On the other hand, non-interactive edutainment encompasses activities such as reading books or watching movies for leisure.

Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report's Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.

The sudden escalation of U.S. tariffs and the resulting trade tensions in spring 2025 are significantly affecting the recreation sector, especially in the supply of imported sports gear, outdoor equipment, and leisure products. Manufacturers and retailers are grappling with increased costs for goods like bicycles, camping supplies, fitness equipment, and gaming consoles-many of which rely heavily on international supply chains with few domestic alternatives. Small recreational retailers are particularly vulnerable, with some cutting back on stock or raising prices to manage shrinking profit margins. Event organizers and recreational venues are also experiencing rising costs for imported materials and equipment. In response, the industry is shifting toward suppliers in non-tariff regions, boosting local procurement efforts, and advocating for tariff exemptions on widely used recreational goods.

The edutainment market research report is one of a series of new reports from The Business Research Company that provides edutainment market statistics, including edutainment industry global market size, regional shares, competitors with a edutainment market share, detailed edutainment market segments, market trends and opportunities, and any further data you may need to thrive in the edutainment industry. This edutainment market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

The edutainment market size has grown rapidly in recent years. It will grow from $7.28 billion in 2024 to $8.38 billion in 2025 at a compound annual growth rate (CAGR) of 15.1%. The growth in the historic period can be attributed to shift in learning paradigm, globalization of education, educational tv programs and channels, cognitive development emphasis, influence of early childhood education.

The edutainment market size is expected to see rapid growth in the next few years. It will grow to $15.52 billion in 2029 at a compound annual growth rate (CAGR) of 16.7%. The growth in the forecast period can be attributed to accessibility and inclusivity, parental involvement in learning, government support for edutainment, continuous learning culture, inclusion of social learning features. Major trends in the forecast period include virtual and augmented reality edutainment, gamification in education, educational apps and platforms, artificial intelligence (AI) in learning, collaborations with content creators.

The forecast of 16.7% growth over the next five years reflects a modest reduction of 0.2% from the previous estimate for this market. This reduction is primarily due to the impact of tariffs between the US and other countries. Tariffs on imported AV tools, VR headsets, and interactive learning systems could hinder innovation and affordability in travel-based educational entertainment. The effect will also be felt more widely due to reciprocal tariffs and the negative effect on the global economy and trade due to increased trade tensions and restrictions.

The growing global adoption of edutainment is anticipated to drive the expansion of the edutainment market during the forecast period. This concept, which merges entertainment with education, provides children with an engaging learning environment. Edutainment greatly enhances the learning experience by introducing intellectually stimulating concepts. Children naturally exhibit curiosity by engaging in activities like playing their favorite characters or exploring their dream destinations, which fosters positive energy and builds their confidence. For example, in September 2023, the United Nations Educational, Scientific, and Cultural Organization (UNESCO), a France-based international organization, reported that for UN member countries to meet their educational objectives, an annual enrollment of 1.4 million children in early childhood education is essential until 2030. Additionally, progress in primary completion rates needs to nearly triple. As a result, the increasing adoption of edutainment worldwide is expected to propel the growth of the edutainment market.

The expanding education sector is poised to be a key driver in propelling the growth of the edutainment market in the foreseeable future. The education sector encompasses the entire system and infrastructure dedicated to providing formal instruction, fostering learning, and individual development. Edutainment, a fusion of education and entertainment, is reshaping the education landscape by introducing engagement, interactivity, and enhanced effectiveness. Edutainment platforms have the flexibility to adapt to individual learning paces and styles, catering to a diverse range of learners. For example, a report from the University of Technology Sydney, published in July 2023, highlighted that secondary education marked the highest level of school completion in the United States in 2022, with 28% of the population achieving this milestone. In the UK, 73.2% of secondary school-age residents attained a GCSE pass rate in 2022. With a total enrollment exceeding 3.95 million students in public and private schools as of 2021, Australia contributes significantly to the growing education sector, thereby fueling the expansion of the edutainment market.

Major companies in the edutainment market are creating virtual reality (VR) solutions, such as virtual guided tours of museums, to improve user engagement and deliver immersive learning experiences. Museum virtual guided tours offer an interactive online platform for users to explore museum exhibits, often featuring virtual guides or pre-recorded content that allows them to learn about artifacts from anywhere. For example, in July 2023, the Leisure and Cultural Services Department (LCSD), a government department in Hong Kong, launched the 'For Youth' page on its Edutainment Channel. This comprehensive online resource grants young people access to job vacancies, internships, and training programs in the arts and culture sectors, along with weekly educational videos from the 101 Academy. Furthermore, the 'vis-a-vis+01' series includes interactive experiences such as virtual museum tours and online sports training, all designed to enhance youth education through entertainment.

Leading companies in the edutainment market are adopting a strategic partnership approach to introduce STEM IoT sensor kits to educational institutions. This collaborative strategy involves leveraging the strengths and resources of major players for mutual benefits and success. For example, in January 2022, RAKwireless Technology Limited, a China-based IoT solution provider, joined forces with One Planet Education Network (OPEN), a Switzerland-based social enterprise. The objective of this partnership is to bridge the IoT education gap by providing OPEN-RAK DIY STEM Lab Sensor Wisblock kits to students globally. The aim is to address the digital divide by offering easily accessible kits, empowering students to learn practical IoT applications and apply them in their local communities for sustainable development initiatives. Early applications include student-created sensors for projects such as sustainable farming, climate change monitoring, and air quality assessments. The overarching goal of the program is to establish a global network for IoT sensor education and data analytics. This network fosters collaborative learning among students worldwide, enabling them to gain hands-on experience in constructing IoT devices, sharing data internationally, and developing skills to positively impact their communities using RAK technology, supported by OPEN's education and research initiatives.

In February 2024, Podium Education, Inc., a US-based edtech company, acquired Untapped, Inc. for an undisclosed amount. This acquisition is intended to strengthen the edutainment market by merging career readiness with experiential learning, ultimately providing students with more engaging and practical educational experiences. Untapped, Inc. specializes in career development and educational technology within the United States.

Major companies operating in the edutainment market include Kidzania, Legoland Discovery Center, Pororo Parks, CurioCity, Kindercity, Mattel Play! Town, Totter's Otterville, Kidz Holding S.A.L, Little Explorers, ConveGenius, Edsys, IdeaCrate Edutainment Company, DreamUs Edutainment, Smartivity Labs, Yottoy Productions, Toontastic, Crayola Experience, Discovery Kids, JumpStart Games, National Geographic Kids, Sesame Workshop, Osmo, Tynker, Kahoot!, Filament Games

North America was the largest region in the edutainment market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the edutainment market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

The countries covered in the edutainment market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The edutainment market includes revenues earned by entities by providing services such as fictional books with educational themes, music and songs, fictional radio. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Edutainment Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on edutainment market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

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Where is the largest and fastest growing market for edutainment ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The edutainment market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Product Type: Interactive; Non interactive; Hybrid; Explorative
  • 2) By 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.
  • 3) By End User: Children; Teenagers; Young Adult; Adult
  • Subsegments:
  • 1) By Interactive: Games; Simulations; Virtual Reality Experiences
  • 2) By Non-Interactive: Educational Videos; Podcasts; E-books
  • 3) By Hybrid: Blended Learning Platforms; Interactive E-learning Modules; Gamified Learning Experiences
  • 4) By Explorative: Discovery-Based Learning Tools; Interactive Exhibits; Immersive Environments
  • Companies Mentioned: Kidzania; Legoland Discovery Center; Pororo Parks; CurioCity; Kindercity; Mattel Play! Town; Totter's Otterville; Kidz Holding S.A.L; Little Explorers; ConveGenius; Edsys; IdeaCrate Edutainment Company; DreamUs Edutainment; Smartivity Labs; Yottoy Productions; Toontastic; Crayola Experience; Discovery Kids; JumpStart Games; National Geographic Kids; Sesame Workshop; Osmo; Tynker; Kahoot!; Filament Games
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain.
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time Series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data Segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery Format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Edutainment Market Characteristics

3. Edutainment Market Trends And Strategies

4. Edutainment Market - Macro Economic Scenario Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, And Covid And Recovery On The Market

  • 4.1. Supply Chain Impact from Tariff War & Trade Protectionism

5. Global Edutainment Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Edutainment PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Edutainment Market Growth Rate Analysis
  • 5.4. Global Edutainment Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Edutainment Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Edutainment Total Addressable Market (TAM)

6. Edutainment Market Segmentation

  • 6.1. Global Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Interactive
  • Non interactive
  • Hybrid
  • Explorative
  • 6.2. Global Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 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.
  • 6.3. Global Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Children
  • Teenagers
  • Young Adult
  • Adult
  • 6.4. Global Edutainment Market, Sub-Segmentation Of Interactive, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Games
  • Simulations
  • Virtual
  • Reality
  • Experiences
  • 6.5. Global Edutainment Market, Sub-Segmentation Of Non-Interactive, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Educational Videos
  • Podcasts
  • E-books
  • 6.6. Global Edutainment Market, Sub-Segmentation Of Hybrid, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Blended
  • Learning
  • Platforms
  • Interactive
  • E-learning
  • Modules
  • Gamified
  • Learning
  • Experiences
  • 6.7. Global Edutainment Market, Sub-Segmentation Of Explorative, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Discovery-Based Learning Tools
  • Interactive Exhibits
  • Immersive Environments

7. Edutainment Market Regional And Country Analysis

  • 7.1. Global Edutainment Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Edutainment Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Edutainment Market

  • 8.1. Asia-Pacific Edutainment Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Edutainment Market

  • 9.1. China Edutainment Market Overview
  • 9.2. China Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Edutainment Market

  • 10.1. India Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Edutainment Market

  • 11.1. Japan Edutainment Market Overview
  • 11.2. Japan Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Edutainment Market

  • 12.1. Australia Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Edutainment Market

  • 13.1. Indonesia Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Edutainment Market

  • 14.1. South Korea Edutainment Market Overview
  • 14.2. South Korea Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Edutainment Market

  • 15.1. Western Europe Edutainment Market Overview
  • 15.2. Western Europe Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Edutainment Market

  • 16.1. UK Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Edutainment Market

  • 17.1. Germany Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Edutainment Market

  • 18.1. France Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Edutainment Market

  • 19.1. Italy Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Edutainment Market

  • 20.1. Spain Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Edutainment Market

  • 21.1. Eastern Europe Edutainment Market Overview
  • 21.2. Eastern Europe Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Edutainment Market

  • 22.1. Russia Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Edutainment Market

  • 23.1. North America Edutainment Market Overview
  • 23.2. North America Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Edutainment Market

  • 24.1. USA Edutainment Market Overview
  • 24.2. USA Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Edutainment Market

  • 25.1. Canada Edutainment Market Overview
  • 25.2. Canada Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Edutainment Market

  • 26.1. South America Edutainment Market Overview
  • 26.2. South America Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Edutainment Market

  • 27.1. Brazil Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Edutainment Market

  • 28.1. Middle East Edutainment Market Overview
  • 28.2. Middle East Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Edutainment Market

  • 29.1. Africa Edutainment Market Overview
  • 29.2. Africa Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Edutainment Market Competitive Landscape And Company Profiles

  • 30.1. Edutainment Market Competitive Landscape
  • 30.2. Edutainment Market Company Profiles
    • 30.2.1. Kidzania Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Legoland Discovery Center Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Pororo Parks Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. CurioCity Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Kindercity Overview, Products and Services, Strategy and Financial Analysis

31. Edutainment Market Other Major And Innovative Companies

  • 31.1. Mattel Play! Town
  • 31.2. Totter's Otterville
  • 31.3. Kidz Holding S.A.L
  • 31.4. Little Explorers
  • 31.5. ConveGenius
  • 31.6. Edsys
  • 31.7. IdeaCrate Edutainment Company
  • 31.8. DreamUs Edutainment
  • 31.9. Smartivity Labs
  • 31.10. Yottoy Productions
  • 31.11. Toontastic
  • 31.12. Crayola Experience
  • 31.13. Discovery Kids
  • 31.14. JumpStart Games
  • 31.15. National Geographic Kids

32. Global Edutainment Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Edutainment Market

34. Recent Developments In The Edutainment Market

35. Edutainment Market High Potential Countries, Segments and Strategies

  • 35.1 Edutainment Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Edutainment Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Edutainment Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer
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