Region-wise, the global edutainment market has been segmented into North America, Asia Pacific, Europe, South America, and the Middle East & Africa.
In North America, edutainment has a strong presence. This region is responsible for several games and shows developed especially for their educational value.
Accepting the concept of edutainment in its entirety, Europe is an excellent market for all forms of edutainment services, with various partnerships with public and private schools as well as various universities.
The Asia Pacific has the largest number of smart device users and a very large pre-adult population, driving the region’s market. The emergence of multiple edutainment companies and a very strong rivalry in education are further contributing to the growth of the industry.
The Middle East & Africa has a lot of market potential due to the very large percentage of young people and the rapid proliferation of smart devices.
The South American market is small, but offers an enormous advantage due to the use of Spanish in most of its constituent countries, making it simple to design apps and games.
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Brightcove Inc., Tata Sons Private Limited, LEGOLAND Discovery Center, KNeoMedia Limited, KidZania Operations S.A.R.L., Kramer Electronics, Kaltura, Inc., Kidz Holding S.A.L., Reliance Jio Infocomm Limited, AEL Data Services LLP, Meraas, d’Vinci Interactive, Inc., zSpace, Inc, Time4Learning, Inc.
Developing trends in the industry in terms of time related to learning while entertainment and the introduction of new technology are key factors likely to fuel the growth of the global edutainment market. In addition, many leading players are developing different online gaming that is more appealing and interesting for children and younger generations, and growing investments by key players to improve consumer experience and broaden their product range are other factors that are expected to propel the growth of the global edutainment market.
In addition, technological advancements like virtual reality technology and the availability of enhanced versions in the field of education are expected to augment the growth of the global edutainment industry. In addition, the growing adoption of advanced technologies such as attractive digital surface and 3-D animation to build modern advanced gaming technology to provide enhanced gaming experience are additional factors likely to fuel the growth of the global edutainment industry. The growing use of video streaming, mobile apps, and social media is anticipated to augment target market growth.
Futhermore, increasing merger and collaboration activities between various advanced technology providers and the development of edutainment centers, like artificial intelligence, mixed reality, and the Internet of Things, are expected to augment the growth of the global edutainment industry.
However, a lack of knowledge on edutainment, particularly in developing countries, is expected to hinder the growth of the global edutainment market to some extent.
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