市場調查報告書
商品編碼
1587931
教育娛樂市場:依產品類型、最終用戶、地區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) |
全球教育娛樂市場預計到2024年將達到36.1億美元,預計到2031年將達到78.2億美元,2024年至2031年的年複合成長率為11.7%。
報告範圍 | 報告詳情 | ||
---|---|---|---|
基準年 | 2023年 | 2024年市場規模 | 36.1億美元 |
實際資料 | 2019-2023年 | 預測期 | 從2024年到2031年 |
預測2024-2031年年複合成長率: | 11.70% | 2031年價值預測 | 78.2億美元 |
預計全球教育娛樂市場在未來幾年將顯著成長。教育娛樂是指使用娛樂和多媒體工具和方法來達到教學目的。使用說故事、遊戲和動手互動活動來吸引學生並以有趣的方式傳授知識。隨著數位學習變得越來越流行,以及讓新一代的教育變得更有趣和更具體驗性的需求的增加,全球對教育娛樂產品和服務的需求不斷增加。其主要驅動力是虛擬實境、擴增實境和人工智慧技術的出現,這些技術增強了教育娛樂的體驗。同時,公共和私營部門增加對開發創新教育娛樂解決方案的投資也推動了市場向前發展。
由於全球對開發創新的教育娛樂解決方案的投資不斷增加,全球教育娛樂市場快速成長。數位學習的日益普及以及透過體驗式方法讓教育對學生來說更有趣的需求是關鍵的成長動力。然而,開發教育娛樂產品和服務所需的高額初始投資給市場參與者帶來了挑戰。同時,虛擬實境、增強智慧和人工智慧等先進技術的採用不斷增加,在增強教育娛樂體驗的同時提供了有利的機會。主要企業投資研發,將這些技術融入他們的產品中。
本報告對全球教育娛樂市場進行了詳細分析,並提供了以2023年為基準年的預測期(2024-2031)的市場規模和年複合成長率(CAGR%)。
揭示了各個細分市場的潛在商機,並說明了該市場有吸引力的投資提案矩陣。
提供了有關市場促進因素、限制因素、機會、新產品發布和核准、市場趨勢、區域前景、主要企業採取的競爭策略等的主要考察。
根據公司亮點、產品系列、主要亮點、財務表現和策略等參數,介紹了全球教育娛樂市場的主要企業。
主要企業包括 Kahoot、ABCmouse、Curiosity Stream、LeapFrog Enterprises, Inc、BYJU's、Duolingo、Nickelodeon、Tynker、Minecraft Education Edition、Roblox Education 等。
本報告的見解使負責人和公司經營團隊能夠就未來的產品發布、類型升級、市場擴張和行銷策略做出明智的決策。
本研究報告針對該產業的各個相關人員,如投資者、供應商、產品製造商、經銷商、新進業者和財務分析師。
透過用於分析全球教育娛樂市場的各種策略矩陣,將有助於相關人員做出決策。
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