The adoption of disruptive technologies has created unprecedented growth opportunities in the edutainment industry. Artificial intelligence, augmented reality, virtual reality, IoT, and 3-D animation have emerged as the leading forces that are fostering novel business outcomes in the global edutainment market. In the coming years, the increasing popularity of advanced gaming technology, particularly among young adults and children, is predicted to augment the demand for edutainment products. Moreover, the positive attitude of teachers, parents, and guardians towards interactive, non-interactive, explorative, and hybrid combination gaming is expected to translate into lucrative opportunities for the edutainment market. Over the forecast period, this promising business landscape is set to culminate into favorable partnerships, robust innovation, and rigorous M&A in the edutainment market. 

 

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Use of Interactive Learning in Education Sector to Create New Business Opportunities in Edutainment Market Space

 

In the education sector, the judicious use of high-tech solutions has enabled change-enablers and teachers to carry out education drives in remote regions of the world. At the same time, gamification and interactive educational tools have greatly enhanced the learning experience of toddlers, children, teenagers, and university students alike. The innumerable benefits of combining traditional teaching techniques with cutting-edge technologies have unleashed fresh revenue streams in the edutainment market. In addition to this, the edutainment market is also positively influenced by the rising number of smart devices’ owners. Technology-first organisations have also started to work with leading universities and academic think tanks to democratise engagement-based learning. The business impact of these factors is poised to expand the global edutainment market in the years to come. 

 

Edutainment Market Grows Strong as Gamification Programs Attract Children, and Teenagers Alike

 

In recent times, NGOs and the public sector have been pursuing inspiring initiatives to bridge the education gap in the rural areas of the world. Edutainment tools have emerged as a fitting solution to enable policymakers to broaden the access to quality education. This growth driver is expected to increase the demand for edutainment tools while positively impacting public-private partnerships in the global edutainment market. Additionally, the growing preference for interactive and immersive learning among children and teens is predicted to be a significant demand driver for edutainment tools. Young adults are often more digital-savvy which is why they favour gamification programs in classroom settings. In the years to follow, this population base is projected to lead the demand for edutainment products in the edutainment market. 

 

Flourishing Young Population, and EdTech Innovation Position Asia Pacific as the Leading Edutainment Market 

 

The Asia Pacific is anticipated to register the most significant growth in the global edutainment market. This region is densely populated with a considerable share of its inhabitants being children and young adults. These tech-savvy individuals also use smart devices extensively. As a result, this factor is poised to attract greater adoption of gamification programs across the Asia Pacific in the near future. Notably, Asia Pacific is the hub of EduTech companies which is expected to positively impact M&A, innovation, and public-private partnerships. On the other hand, North America is set to register stellar growth over the forecast period owing to EdTech innovation and R&D efforts.

 

Major Market Players

 

The key players in the global edutainment market include Mattel Play! Town, Kidzania, LEGOLAND Discovery Centre, Plabo, Timmersive, Little Explorer, KinderCity, Pororo Park, ELM Learning, and CurioCity. 

 

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