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Edutainment Market Report Scope & Overview:

The Edutainment Market size was valued at USD 5.81 billion in 2022 and is projected to reach USD 20.12 billion in 2030 with a growing CAGR of 16.8% Over the Forecast Period of 2023-2030.

Educational entertainment centers, also known as edutainment centers, are dedicated to promoting learning through leisure activities. These centers serve as popular destinations for children and their parents, often chosen for field trips. Examples of edutainment centers include aquariums, zoos, botanical gardens, science centers or cities, and children's museums. These places seamlessly blend educational aspects with amusement and entertainment features, providing an engaging and enriching experience for visitors. Edutainment centers offer a wide range of exciting opportunities for children to learn and have fun simultaneously. By incorporating interactive exhibits, hands-on activities, and immersive experiences, these centers create an environment where kids can explore new concepts and expand their knowledge while enjoying themselves. This unique combination of education and entertainment makes edutainment centers a preferred choice for families seeking both educational and recreational experiences. According to an article published by the World Economic Forum in January 2022, the online platform Coursera witnessed a staggering surge of 29.87 million new student enrollments in 2021. the family and indoor entertainment centers are experiencing remarkable growth worldwide, driven by the increasing expenditure on theme parks. This trend reflects the growing recognition of the value that edutainment centers bring to families, as they provide a safe and engaging environment for children to learn and play. As a result, these centers have become an integral part of the leisure industry, catering to the evolving needs and preferences of families seeking educational and entertaining experiences.

Edutainment Market Revenue Analysis

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Market Dynamics

Drivers

  • Rising global adoption of edutainment. This trend is expected to grow the market forward.

  • Knowledge development through games

In today's fast-paced world, where technology is advancing at an unprecedented rate, traditional methods of learning are being challenged. Games have emerged as a powerful tool for knowledge development, offering a unique and engaging way to acquire new skills and information. This trend has not only revolutionized the education sector but has also opened up a plethora of lucrative opportunities in the market. Games, whether played on computers, consoles, or mobile devices, have the ability to captivate and immerse players in a virtual world. This immersive experience allows individuals to learn and develop their knowledge in a way that is both enjoyable and effective. By incorporating educational content into games, developers have successfully transformed the learning experience into an interactive and engaging adventure.

Restrains

  • The significant obstacle anticipated to impede growth is the high cost of investment.

  • Design complications related to the edutainment product are anticipated to impede market growth.

Opportunities

  • Introduction of cutting-edge technology, such as the use of enhanced and virtual reality tools in the sphere of education

  • Increase in online course technological development

  • Increasing use of new technologies in the education sector

Challenges

  • The lack of awareness about the model is expected to pose a challenge to the edutainment market.

  • The lack of recognition and skepticism surrounding the value of education can hinder the growth of this market.

Impact of the Russia-Ukraine

Economic sanctions and trade disruptions resulting from geopolitical conflicts can have a ripple effect on various industries, including edutainment. Reduced trade and economic instability can impact the financial health of edutainment companies, potentially leading to decreased budgets for content production and marketing. During periods of conflict and instability, traditional educational institutions may face disruptions in their operations. As a result, online education and edutainment platforms could experience increased demand. People may turn to online resources for learning and entertainment as a way to cope with the uncertainties and restrictions caused by the conflict. The themes and content of edutainment products may evolve in response to the war. For example, there may be a greater focus on topics related to conflict resolution, diplomacy, history, and geopolitics. This shift can affect content development strategies and market trends.

Edutainment providers may see opportunities to expand their offerings in regions affected by the conflict. For example, they may tailor content to address the specific educational needs and interests of people in Ukraine and neighboring countries, potentially leading to regional market growth. Edutainment companies often rely on a global pool of talent. Geopolitical tensions can affect the ability to collaborate with professionals from affected regions, potentially leading to talent shortages or disruptions in content development. The war and its associated impacts on society can influence consumer behavior. People may prioritize different types of entertainment and learning content based on their emotional and psychological needs during such times.

Impact of Recession 

During a recession, the purchase of edutainment products and services, such as educational video games, online courses, and interactive learning apps. Families and individuals may prioritize essential expenses over leisure and educational entertainment. In response to economic uncertainty, consumers may seek more cost-effective alternatives within the edutainment market. For example, free or low-cost educational content, open-source resources, and public libraries may see increased usage as people look for ways to continue learning without spending much. recessions can create a heightened demand for skill development and education. As job markets become more competitive, individuals may turn to edutainment platforms and services to acquire new skills or improve existing ones. This can drive growth in certain segments of the edutainment market, such as online courses and skill-based games. Many edutainment companies are startups heavily reliant on venture capital and investor funding. During a recession, investors may become more cautious, leading to reduced funding opportunities for these companies. This can impact the growth and innovation within the edutainment sector. Educational institutions, including schools and universities, may experience budget constraints during a recession. This can affect their ability to invest in edutainment technologies and platforms for classroom use. However, it can also drive these institutions to seek more cost-effective and innovative solutions.

Key Market Segmentation

By Service Type

  • Non-Interactive

  • Interactive

  • Explorative

  • Hybrid

By Age of Visitors

  • 0-12 Years

  • 13-18 Years   

  • 19-25 Years

  • 25+ Years

By Revenue Source

  • Advertising

  • Ticket Fees

  • Partnership

By End User

  • Individuals

  • Schools

  • Universities

Edutainment Market Segmentation Analysis

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The Edutainment market can be segmented based on Service type, which includes Individuals, Schools, and Universities. During the projection period, the school’s segment is expected to experience the highest growth. Educational facilities are now organizing play activities for children through engaging classroom teachings. These games not only entertain but also teach important skills such as counting and storytelling to younger kids. Consequently, the popularity of edutainment establishments has significantly increased. Moreover, the growing concern among parents regarding the cognitive skill development of their children and their eagerness to learn challenging content are the key factors driving the expansion of this market.

Regional Analysis 

The Asia Pacific edutainment industry is expected to offer profitable opportunities for active market suppliers. With more people visiting these facilities with their families, the number of educational entertainment centers in Southeast Asia is on the rise. These facilities allow customers to spend quality time with their loved ones while engaging in games and learning. The expansion of robotics applications in Japan's educational entertainment industry presents new opportunities for market participants to capitalize on. Furthermore, the Chinese edutainment market currently holds the largest market share, while the India Edutainment market is experiencing the fastest growth in the Asia-Pacific region.

In 2022, North America emerged as the second-largest region in the edutainment market. This industry encompasses earnings from companies that provide services such as fictional radio, music, and books with educational themes. The market value also includes the value of associated items sold by the service provider or integrated into the service.

REGIONAL COVERAGE:

North America

  • US

  • Canada

  • Mexico

Europe

  • Eastern Europe

    • Poland

    • Romania

    • Hungary

    • Turkey

    • Rest of Eastern Europe

  • Western Europe

    • Germany

    • France

    • UK

    • Italy

    • Spain

    • Netherlands

    • Switzerland

    • Austria

    • Rest of Western Europe

Asia Pacific

  • China

  • India

  • Japan

  • South Korea

  • Vietnam

  • Singapore

  • Australia

  • Rest of Asia Pacific

Middle East & Africa

  • Middle East

    • UAE

    • Egypt

    • Saudi Arabia

    • Qatar

    • Rest of Middle East

  • Africa

    • Nigeria

    • South Africa

    • Rest of Africa

Latin America

  • Brazil

  • Argentina

  • Colombia

  • Rest of Latin America

Key Players:

The major players are ConveGenius, Meraasm, KidZania, Kaltura Inc., Legoland Discovery Center, Pororo Park, The Plabo, CurioCity Group, Totter’s Otterville, Mattel Play Town, Kidz Holding S.A.L., Merlin Entertainments, Brightcove Inc., Time4Learning, and others in the final report.

ConveGenius-Company Financial Analysis

Company Landscape Analysis

Recent Developments

March 2022 Eggheads, a cutting-edge mobile NFT gaming app, has recently been launched, as reported by iLearn. This groundbreaking release is set to revolutionize not only the gaming industry but also the education sector and Learn to Earn platform. Learn aims to deliver a meaningful, entertaining, and immersive learning experience by harnessing the power of blockchain technology. The inaugural game/software to hit iLearn is none other than Eggheads.

August 2019 GopalaKidz, based in New Delhi, has introduced an innovative program catering to children and parents, in support of the country's edutainment concept. This program takes the form of a series of captivating animated videos, specifically designed to engage and educate children.

Global Edutainment Market Report Scope:

Report Attributes Details
Market Size in 2022  US$ 5.81 Bn
Market Size by 2030  US$ 20.12 Bn
CAGR   CAGR of 16.8 % From 2023 to 2030
Base Year  2022
Forecast Period  2023-2030
Historical Data  2019-2021
Report Scope & Coverage Market Size, Segments Analysis, Competitive  Landscape, Regional Analysis, DROC & SWOT Analysis, Forecast Outlook
Key Segments • By Service Type (Non-Interactive, Interactive, Explorative, Hybrid)
• By Age of Visitors (0-12 Years, 13-18 Years, 19-25 Years, 25+ Years)
• By Revenue Source (Advertising, Ticket Fees, Partnership)
• By End User, Individuals, Schools, Universities)
Regional Analysis/Coverage North America (US, Canada, Mexico), Europe (Eastern Europe [Poland, Romania, Hungary, Turkey, Rest of Eastern Europe] Western Europe] Germany, France, UK, Italy, Spain, Netherlands, Switzerland, Austria, Rest of Western Europe]), Asia Pacific (China, India, Japan, South Korea, Vietnam, Singapore, Australia, Rest of Asia Pacific), Middle East & Africa (Middle East [UAE, Egypt, Saudi Arabia, Qatar, Rest of Middle East], Africa [Nigeria, South Africa, Rest of Africa], Latin America (Brazil, Argentina, Colombia Rest of Latin America)
Company Profiles ConveGenius, Meraasm, KidZania, Kaltura Inc., Legoland Discovery Center, Pororo Park, The Plabo, CurioCity Group, Totter’s Otterville, Mattel Play Town, Kidz Holding S.A.L., Merlin Entertainments, Brightcove Inc., Time4Learning
Key Drivers • Rising global adoption of edutainment. This trend is expected to grow the market forward.
• Knowledge development through games 
Market Restraints • The significant obstacle anticipated to impede growth is the high cost of investment.
• Design complications related to the edutainment product are anticipated to impede market growth.

 

Frequently Asked Questions

Ans: The market is expected to grow to USD 20.12 billion by the forecast period of 2030.

The major players are ConveGenius, Meraasm, KidZania, Kaltura Inc., Legoland Discovery Center, Pororo Park, The Plabo, CurioCity Group, Totter’s Otterville, Mattel Play Town, Brightcove Inc., Time4Learning, and others in the final report.

Ans. The CAGR of the Edutainment Market for the forecast period 2022-2030 is 16.8%.

Ans: Yes, you can buy reports in bulk quantity as per your requirements. Check Here for more details.

Ans:

  • Rising global adoption of edutainment. This trend is expected to propel the market forward.
  • Knowledge development through games

Table of Contents

1. Introduction
1.1 Market Definition
1.2 Scope
1.3 Research Assumptions

2. Research Methodology

3. Market Dynamics
3.1 Drivers
3.2 Restraints
3.3 Opportunities
3.4 Challenges

4. Impact Analysis
4.1 Impact of Russia-Ukraine War
4.2 Impact of Ongoing Recession
4.2.1 Introduction
4.2.2 Impact on major economies
4.2.2.1 US
4.2.2.2 Canada
4.2.2.3 Germany
4.2.2.4 France
4.2.2.5 United Kingdom
4.2.2.6 China
4.2.2.7 japan
4.2.2.8 South Korea
4.2.2.9 Rest of the World

5. Value Chain Analysis

6. Porter’s 5 forces model

7. PEST Analysis

8. Edutainment Market Segmentation, By Service Type
8.1 non-Interactive
8.2 Interactive
8.3 Explorative
8.4 Hybrid

9. Edutainment Market Segmentation, By Age of Visitors
9.1 0-12 Years
9.2 13-18 Years
9.3 19-25 Years
9.4 25+ Years

10. Edutainment Market Segmentation, By Revenue Source
10.1 Advertising
10.2 Ticket Fees
10.3 Partnership

11.  Edutainment Market Segmentation, By End User
11.1 Individuals
11.2 Schools
11.3 Universities

12. Regional Analysis
12.1 Introduction
12.2 North America
12.2.1 North America Edutainment Market By Country
12.2.2 North America Edutainment Market By Service Type
12.2.3 North America Edutainment Market By Age of Visitors
12.2.4 North America Edutainment Market By Revenue Source
12.2.5 North America Edutainment Market By End User
12.2.6 USA
12.2.6.1 USA Edutainment Market By Service Type
12.2.6.2 USA Edutainment Market By Age of Visitors
12.2.6.3 USA Edutainment Market By Revenue Source
12.2.6.4 USA Edutainment Market By End User
12.2.7 Canada
12.2.7.1 Canada Edutainment Market By Service Type
12.2.7.2 Canada Edutainment Market By Age of Visitors
12.2.7.3 Canada Edutainment Market By Revenue Source
12.2.7.4 Canada Edutainment Market By End User
12.2.8 Mexico
12.2.8.1 Mexico Edutainment Market By Service Type
12.2.8.2 Mexico Edutainment Market By Age of Visitors
12.2.8.3 Mexico Edutainment Market By Revenue Source
12.2.8.4 Mexico Edutainment Market By End User
12.3 Europe
12.3.1 Eastern Europe
12.3.1.1 Eastern Europe Edutainment Market By Country
12.3.1.2 Eastern Europe Edutainment Market By Service Type
12.3.1.3 Eastern Europe Edutainment Market By Age of Visitors
12.3.1.4 Eastern Europe Edutainment Market By Revenue Source
12.3.1.5 Eastern Europe Edutainment Market By End User
12.3.1.6 Poland
12.3.1.6.1 Poland Edutainment Market By Service Type
12.3.1.6.2 Poland Edutainment Market By Age of Visitors
12.3.1.6.3 Poland Edutainment Market By Revenue Source
12.3.1.6.4 Poland Edutainment Market By End User
12.3.1.7 Romania
12.3.1.7.1 Romania Edutainment Market By Service Type
12.3.1.7.2 Romania Edutainment Market By Age of Visitors
12.3.1.7.3 Romania Edutainment Market By Revenue Source
12.3.1.7.4 Romania Edutainment Market By End User
12.3.1.8 Hungary
12.3.1.8.1 Hungary Edutainment Market By Service Type
12.3.1.8.2 Hungary Edutainment Market By Age of Visitors
12.3.1.8.3 Hungary Edutainment Market By Revenue Source
12.3.1.8.4 Hungary Edutainment Market By End User
12.3.1.9 Turkey
12.3.1.9.1 Turkey Edutainment Market By Service Type
12.3.1.9.2 Turkey Edutainment Market By Age of Visitors
12.3.1.9.3 Turkey Edutainment Market By Revenue Source
12.3.1.9.4 Turkey Edutainment Market By End User
12.3.1.10 Rest of Eastern Europe
12.3.1.10.1 Rest of Eastern Europe Edutainment Market By Service Type
12.3.1.10.2 Rest of Eastern Europe Edutainment Market By Age of Visitors
12.3.1.10.3 Rest of Eastern Europe Edutainment Market By Revenue Source
12.3.1.10.4 Rest of Eastern Europe Edutainment Market By End User
12.3.2 Western Europe
12.3.2.1 Western Europe Edutainment Market By Country
12.3.2.2 Western Europe Edutainment Market By Service Type
12.3.2.3 Western Europe Edutainment Market By Age of Visitors
12.3.2.4 Western Europe Edutainment Market By Revenue Source
12.3.2.5 Western Europe Edutainment Market By End User
12.3.2.6 Germany
12.3.2.6.1 Germany Edutainment Market By Service Type
12.3.2.6.2 Germany Edutainment Market By Age of Visitors
12.3.2.6.3 Germany Edutainment Market By Revenue Source
12.3.2.6.4 Germany Edutainment Market By End User
12.3.2.7 France
12.3.2.7.1 France Edutainment Market By Service Type
12.3.2.7.2 France Edutainment Market By Age of Visitors
12.3.2.7.3 France Edutainment Market By Revenue Source
12.3.2.7.4 France Edutainment Market By End User
12.3.2.8 UK
12.3.2.8.1 UK Edutainment Market By Service Type
12.3.2.8.2 UK Edutainment Market By Age of Visitors
12.3.2.8.3 UK Edutainment Market By Revenue Source
12.3.2.8.4 UK Edutainment Market By End User
12.3.2.9 Italy
12.3.2.9.1 Italy Edutainment Market By Service Type
12.3.2.9.2 Italy Edutainment Market By Age of Visitors
12.3.2.9.3 Italy Edutainment Market By Revenue Source
12.3.2.9.4 Italy Edutainment Market By End User
12.3.2.10 Spain
12.3.2.10.1 Spain Edutainment Market By Service Type
12.3.2.10.2 Spain Edutainment Market By Age of Visitors
12.3.2.10.3 Spain Edutainment Market By Revenue Source
12.3.2.10.4 Spain Edutainment Market By End User
12.3.2.11 Netherlands
12.3.2.11.1 Netherlands Edutainment Market By Service Type
12.3.2.11.2 Netherlands Edutainment Market By Age of Visitors
12.3.2.11.3 Netherlands Edutainment Market By Revenue Source
12.3.2.11.4 Netherlands Edutainment Market By End User
12.3.2.12 Switzerland
12.3.2.12.1 Switzerland Edutainment Market By Service Type
12.3.2.12.2 Switzerland Edutainment Market By Age of Visitors
12.3.2.12.3 Switzerland Edutainment Market By Revenue Source
12.3.2.12.4 Switzerland Edutainment Market By End User
12.3.2.13 Austria
12.3.2.13.1 Austria Edutainment Market By Service Type
12.3.2.13.2 Austria Edutainment Market By Age of Visitors
12.3.2.13.3 Austria Edutainment Market By Revenue Source
12.3.2.13.4 Austria Edutainment Market By End User
12.3.2.14 Rest of Western Europe
12.3.2.14.1 Rest of Western Europe Edutainment Market By Service Type
12.3.2.14.2 Rest of Western Europe Edutainment Market By Age of Visitors
12.3.2.14.3 Rest of Western Europe Edutainment Market By Revenue Source
12.3.2.14.4 Rest of Western Europe Edutainment Market By End User
12.4 Asia-Pacific
12.4.1 Asia Pacific Edutainment Market By Country
12.4.2 Asia Pacific Edutainment Market By Service Type
12.4.3 Asia Pacific Edutainment Market By Age of Visitors
12.4.4 Asia Pacific Edutainment Market By Revenue Source
12.4.5 Asia Pacific Edutainment Market By End User
12.4.6 China
12.4.6.1 China Edutainment Market By Service Type
12.4.6.2 China Edutainment Market By Age of Visitors
12.4.6.3 China Edutainment Market By Revenue Source
12.4.6.4 China Edutainment Market By End User
12.4.7 India
12.4.7.1 India Edutainment Market By Service Type
12.4.7.2 India Edutainment Market By Age of Visitors
12.4.7.3 India Edutainment Market By Revenue Source
12.4.7.4 India Edutainment Market By End User
12.4.8 Japan
12.4.8.1 Japan Edutainment Market By Service Type
12.4.8.2 Japan Edutainment Market By Age of Visitors
12.4.8.3 Japan Edutainment Market By Revenue Source
12.4.8.4 Japan Edutainment Market By End User
12.4.9 South Korea
12.4.9.1 South Korea Edutainment Market By Service Type
12.4.9.2 South Korea Edutainment Market By Age of Visitors
12.4.9.3 South Korea Edutainment Market By Revenue Source
12.4.9.4 South Korea Edutainment Market By End User
12.4.10 Vietnam
12.4.10.1 Vietnam Edutainment Market By Service Type
12.4.10.2 Vietnam Edutainment Market By Age of Visitors
12.4.10.3 Vietnam Edutainment Market By Revenue Source
12.4.10.4 Vietnam Edutainment Market By End User
12.4.11 Singapore
12.4.11.1 Singapore Edutainment Market By Service Type
12.4.11.2 Singapore Edutainment Market By Age of Visitors
12.4.11.3 Singapore Edutainment Market By Revenue Source
12.4.11.4 Singapore Edutainment Market By End User
12.4.12 Australia
12.4.12.1 Australia Edutainment Market By Service Type
12.4.12.2 Australia Edutainment Market By Age of Visitors
12.4.12.3 Australia Edutainment Market By Revenue Source
12.4.12.4 Australia Edutainment Market By End User
12.4.13 Rest of Asia-Pacific
12.4.13.1 Rest of Asia-Pacific Edutainment Market By Service Type
12.4.13.2 Rest of Asia-Pacific Edutainment Market By Age of Visitors
12.4.13.3 Rest of Asia-Pacific Edutainment Market By Revenue Source
12.4.13.4 Rest of Asia-Pacific Edutainment Market By End User
12.5 Middle East & Africa
12.5.1 Middle East
12.5.1.1 Middle East Edutainment Market By Country
12.5.1.2 Middle East Edutainment Market By Service Type
12.5.1.3 Middle East Edutainment Market By Age of Visitors
12.5.1.4 Middle East Edutainment Market By Revenue Source
12.5.1.5 Middle East Edutainment Market By End User
12.5.1.6 UAE
12.5.1.6.1 UAE Edutainment Market By Service Type
12.5.1.6.2 UAE Edutainment Market By Age of Visitors
12.5.1.6.3 UAE Edutainment Market By Revenue Source
12.5.1.6.4 UAE Edutainment Market By End User
12.5.1.7 Egypt
12.5.1.7.1 Egypt Edutainment Market By Service Type
12.5.1.7.2 Egypt Edutainment Market By Age of Visitors
12.5.1.7.3 Egypt Edutainment Market By Revenue Source
12.5.1.7.4 Egypt Edutainment Market By End User
12.5.1.8 Saudi Arabia
12.5.1.8.1 Saudi Arabia Edutainment Market By Service Type
12.5.1.8.2 Saudi Arabia Edutainment Market By Age of Visitors
12.5.1.8.3 Saudi Arabia Edutainment Market By Revenue Source
12.5.1.8.4 Saudi Arabia Edutainment Market By End User
12.5.1.9 Qatar
12.5.1.9.1 Qatar Edutainment Market By Service Type
12.5.1.9.2 Qatar Edutainment Market By Age of Visitors
12.5.1.9.3 Qatar Edutainment Market By Revenue Source
12.5.1.9.4 Qatar Edutainment Market By End User
12.5.1.10 Rest of Middle East
12.5.1.10.1 Rest of Middle East Edutainment Market By Service Type
12.5.1.10.2 Rest of Middle East Edutainment Market By Age of Visitors
12.5.1.10.3 Rest of Middle East Edutainment Market By Revenue Source
12.5.1.10.4 Rest of Middle East Edutainment Market By End User
12.5.2. Africa
12.5.2.1 Africa Edutainment Market By Country
12.5.2.2 Africa Edutainment Market By Service Type
12.5.2.3 Africa Edutainment Market By Age of Visitors
12.5.2.4 Africa Edutainment Market By Revenue Source
12.5.2.5 Africa Edutainment Market By End User
12.5.2.6 Nigeria
12.5.2.6.1 Nigeria Edutainment Market By Service Type
12.5.2.6.2 Nigeria Edutainment Market By Age of Visitors
12.5.2.6.3 Nigeria Edutainment Market By Revenue Source
12.5.2.6.4 Nigeria Edutainment Market By End User
12.5.2.7 South Africa
12.5.2.7.1 South Africa Edutainment Market By Service Type
12.5.2.7.2 South Africa Edutainment Market By Age of Visitors
12.5.2.7.3 South Africa Edutainment Market By Revenue Source
12.5.2.7.4 South Africa Edutainment Market By End User
12.5.2.8 Rest of Africa
12.5.2.8.1 Rest of Africa Edutainment Market By Service Type
12.5.2.8.2 Rest of Africa Edutainment Market By Age of Visitors
12.5.2.8.3 Rest of Africa Edutainment Market By Revenue Source
12.5.2.8.4 Rest of Africa Edutainment Market By End User
12.6. Latin America
12.6.1 Latin America Edutainment Market By Country
12.6.2 Latin America Edutainment Market By Service Type
12.6.3 Latin America Edutainment Market By Age of Visitors
12.6.4 Latin America Edutainment Market By Revenue Source
12.6.5 Latin America Edutainment Market By End User
12.6.6 Brazil
12.6.6.1 Brazil Edutainment Market By Service Type
12.6.6.2 Brazil Edutainment Market By Age of Visitors
12.6.6.3 Brazil Edutainment Market By Revenue Source
12.6.6.4 Brazil Edutainment Market By End User
12.6.7 Argentina
12.6.7.1 Argentina Edutainment Market By Service Type
12.6.7.2 Argentina Edutainment Market By Age of Visitors
12.6.7.3 Argentina Edutainment Market By Revenue Source
12.6.7.4 Argentina Edutainment Market By End User
12.6.8 Colombia
12.6.8.1 Colombia Edutainment Market By Service Type
12.6.8.2 Colombia Edutainment Market By Age of Visitors
12.6.8.3 Colombia Edutainment Market By Revenue Source
12.6.8.4 Colombia Edutainment Market By End User
12.6.9 Rest of Latin America
12.6.9.1 Rest of Latin America Edutainment Market By Service Type
12.6.9.2 Rest of Latin America Edutainment Market By Age of Visitors
12.6.9.3 Rest of Latin America Edutainment Market By Revenue Source
12.6.9.4 Rest of Latin America Edutainment Market By End User

13 Company Profile
13.1 ConveGenius
13.1.1 Company Overview
13.1.2 Financials
13.1.3 Product/Services/Offerings
13.1.4 SWOT Analysis
13.1.5 The SNS View
13.2 Meraasm.
13.2.1 Company Overview
13.2.2 Financials
13.2.3 Product/Services/Offerings
13.2.4 SWOT Analysis
13.2.5 The SNS View
13.3 KidZania.
13.3.1 Company Overview
13.3.2 Financials
13.3.3 Product/Services/Offerings
13.3.4 SWOT Analysis
13.3.5 The SNS View
13.4 Kaltura Inc.
13.4.1 Company Overview
13.4.2 Financials
13.4.3 Product/Services/Offerings
13.4.4 SWOT Analysis
13.4.5 The SNS View
13.5 Legoland Discovery Center.
13.5.1 Company Overview
13.5.2 Financials
13.5.3 Product/Services/Offerings
13.5.4 SWOT Analysis
13.5.5 The SNS View
13.6 Pororo Park.
13.6.1 Company Overview
13.6.2 Financials
13.6.3 Product/Services/Offerings
13.6.4 SWOT Analysis
13.6.5 The SNS View
13.7 The Plabo.
13.7.1 Company Overview
13.7.2 Financials
13.7.3 Product/Services/Offerings
13.7.4 SWOT Analysis
13.7.5 The SNS View
13.8 CurioCity Group.
13.8.1 Company Overview
13.8.2 Financials
13.8.3 Product/Services/Offerings
13.8.4 SWOT Analysis
13.8.5 The SNS View
13.9 Totter’s Otterville.
13.9.1 Company Overview
13.9.2 Financials
13.9.3 Product/Services/Offerings
13.9.4 SWOT Analysis
13.9.5 The SNS View
13.10 Mattel Play Town.
13.10.1 Company Overview
13.10.2 Financials
13.10.3 Product/Services/Offerings
13.10.4 SWOT Analysis
13.10.5 The SNS View

14. Competitive Landscape
14.1 Competitive Benchmarking
14.2 Market Share Analysis
14.3 Recent Developments
14.3.1 Industry News
14.3.2 Company News
14.3 Mergers & Acquisitions

15. USE Cases and Best Practices

16. Conclusion

An accurate research report requires proper strategizing as well as implementation. There are multiple factors involved in the completion of good and accurate research report and selecting the best methodology to compete the research is the toughest part. Since the research reports we provide play a crucial role in any company’s decision-making process, therefore we at SNS Insider always believe that we should choose the best method which gives us results closer to reality. This allows us to reach at a stage wherein we can provide our clients best and accurate investment to output ratio.

Each report that we prepare takes a timeframe of 350-400 business hours for production. Starting from the selection of titles through a couple of in-depth brain storming session to the final QC process before uploading our titles on our website we dedicate around 350 working hours. The titles are selected based on their current market cap and the foreseen CAGR and growth.

 

The 5 steps process:

Step 1: Secondary Research:

Secondary Research or Desk Research is as the name suggests is a research process wherein, we collect data through the readily available information. In this process we use various paid and unpaid databases which our team has access to and gather data through the same. This includes examining of listed companies’ annual reports, Journals, SEC filling etc. Apart from this our team has access to various associations across the globe across different industries. Lastly, we have exchange relationships with various university as well as individual libraries.

Secondary Research

Step 2: Primary Research

When we talk about primary research, it is a type of study in which the researchers collect relevant data samples directly, rather than relying on previously collected data.  This type of research is focused on gaining content specific facts that can be sued to solve specific problems. Since the collected data is fresh and first hand therefore it makes the study more accurate and genuine.

We at SNS Insider have divided Primary Research into 2 parts.

Part 1 wherein we interview the KOLs of major players as well as the upcoming ones across various geographic regions. This allows us to have their view over the market scenario and acts as an important tool to come closer to the accurate market numbers. As many as 45 paid and unpaid primary interviews are taken from both the demand and supply side of the industry to make sure we land at an accurate judgement and analysis of the market.

This step involves the triangulation of data wherein our team analyses the interview transcripts, online survey responses and observation of on filed participants. The below mentioned chart should give a better understanding of the part 1 of the primary interview.

Primary Research

Part 2: In this part of primary research the data collected via secondary research and the part 1 of the primary research is validated with the interviews from individual consultants and subject matter experts.

Consultants are those set of people who have at least 12 years of experience and expertise within the industry whereas Subject Matter Experts are those with at least 15 years of experience behind their back within the same space. The data with the help of two main processes i.e., FGDs (Focused Group Discussions) and IDs (Individual Discussions). This gives us a 3rd party nonbiased primary view of the market scenario making it a more dependable one while collation of the data pointers.

Step 3: Data Bank Validation

Once all the information is collected via primary and secondary sources, we run that information for data validation. At our intelligence centre our research heads track a lot of information related to the market which includes the quarterly reports, the daily stock prices, and other relevant information. Our data bank server gets updated every fortnight and that is how the information which we collected using our primary and secondary information is revalidated in real time.

Data Bank Validation

Step 4: QA/QC Process

After all the data collection and validation our team does a final level of quality check and quality assurance to get rid of any unwanted or undesired mistakes. This might include but not limited to getting rid of the any typos, duplication of numbers or missing of any important information. The people involved in this process include technical content writers, research heads and graphics people. Once this process is completed the title gets uploader on our platform for our clients to read it.

Step 5: Final QC/QA Process:

This is the last process and comes when the client has ordered the study. In this process a final QA/QC is done before the study is emailed to the client. Since we believe in giving our clients a good experience of our research studies, therefore, to make sure that we do not lack at our end in any way humanly possible we do a final round of quality check and then dispatch the study to the client.

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