世界のエデュテインメント市場2022ー2031:ゲームタイプ別(双方向性、非双方向性、探索的、ハイブリッド複合)、収益源別(入場料&チケット、食品&飲料、物品販売、広告、その他)

【英語タイトル】Edutainment Market (Gaming Type: Interactive, Non-interactive, Explorative, and Hybrid Combination; and Revenue Source: Entry Fees & Tickets, Food & Beverages, Merchandising, Advertising, and Others) - Global Industry Analysis, Size, Share, Growth, Trends, and Forecast, 2022-2031

Transparency Market Researchが出版した調査資料(TMR22AU0064)・商品コード:TMR22AU0064
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・発行日:2022年6月
・ページ数:230
・レポート言語:英語
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❖ レポートの概要 ❖

Transparency Market Research社の当調査資料では、世界のエデュテインメント市場について広く調査・分析を行い、序論、仮定・調査手法、エグゼクティブサマリー、市場概要、市場分析・予測、ゲームタイプ別(双方向性、非双方向性、探索的、ハイブリッド複合)分析、収益源別分析、デモグラフィック別分析、地域別(北米、ヨーロッパ、アジア太平洋、中東・アフリカ、南米)分析、競争状況、企業情報などをまとめました。なお、当書に掲載されている企業情報には、Kidzania、LEGOLAND Discovery Centre、KinderCity、Plabo、Pororo Park、CurioCity、Mattel Play! Town、Little Explorer、Kidz Holding S.A.L.、ELM Learning、EduSys、MentalUP、Timmersiveなどが含まれています。
・序論
・仮定・調査手法
・エグゼクティブサマリー
・市場概要
・市場分析・予測
・世界のエデュテインメント市場規模:ゲームタイプ別(双方向性、非双方向性、探索的、ハイブリッド複合)
・世界のエデュテインメント市場規模:収益源別
・世界のエデュテインメント市場規模:デモグラフィック別
・世界のエデュテインメント市場規模:地域別(北米、ヨーロッパ、アジア太平洋、中東・アフリカ、南米)
・競争状況
・企業情報

Edutainment Market – Scope of Report

TMR’s report on the global edutainment market studies the past as well as the current growth trends and opportunities to gain valuable insights of the indicators of the market during the forecast period from 2022 to 2031. The report provides revenue of the global edutainment market for the period 2017–2031, considering 2021 as the base year and 2031 as the forecast year. The report also provides the compound annual growth rate (CAGR %) of the global edutainment market from 2022 to 2031.

The report has been prepared after an extensive research. Primary research involved bulk of the research efforts, wherein analysts carried out interviews with key opinion leaders, industry leaders, and opinion makers. Secondary research involved referring to key players’ product literature, annual reports, press releases, and relevant documents to understand the edutainment market.

Secondary research also included Internet sources, statistical data from government agencies, websites, and trade associations. Analysts employed a combination of top-down and bottom-up approaches to study various attributes of the global edutainment market.

The report includes an elaborate executive summary, along with a snapshot of the growth behavior of various segments included in the scope of the study. Moreover, the report sheds light on the changing competitive dynamics in the global edutainment market. These serve as valuable tools for existing market players as well as for entities interested in participating in the global edutainment market.

The report delves into the competitive landscape of the global edutainment market. Key players operating in the global edutainment market have been identified and each one of these has been profiled, in terms of various attributes. Company overview, financial standings, recent developments, and SWOT are attributes of players in the global edutainment market profiled in this report.

RESEARCH METHODOLOGY

The research methodology will be a combination of exhaustive primary and secondary research to analyze the market edutainment.

Secondary Research

Secondary research includes a search of company literature, technical writing, patent data, Internet sources, and statistical data from government websites, trade associations, and agencies. This has proven to be the most reliable, effective, and successful approach for obtaining precise data, capturing industry participants’ insights, and recognizing business opportunities.

Secondary research sources that we typically refer, but are not limited to:

Company websites, presentations, annual reports, white papers, technical paper, product brochure
Internal and external proprietary databases and relevant patents
National government documents, statistical databases, and market reports
News articles, press releases, and webcasts specific to companies operating in the market

Specific Secondary Sources:

Industry Sources:
WorldWideScience.org
Elsevier, Inc.
National Institutes of Health (NIH)
PubMed
NCBI
Department of Health Care Service
Trade Data Sources
Trade Map
UN Comtrade
Trade Atlas
Company Information
OneSource Business Browser
Hoover’s
Factiva
Bloomberg
Mergers & Acquisitions
Thomson Mergers & Acquisitions
MergerStat
Profound

Primary Research

During the course of research, we conduct in-depth interviews and discussions with a wide range of key industry participants and opinion leaders. Primary research represents bulk of research efforts, supplemented by extensive secondary research.

We conduct primary interviews on the ongoing basis with industry participants and commentators to validate data and analysis. A typical research interview fulfills the following functions:

Provides first-hand information on market size, market trends, growth trends, competitive landscape, outlook, etc.
Helps in validating and strengthening secondary research findings
Further develops the analysis team’s expertise and market understanding
Primary research involves e-mail interactions, telephonic interviews, as well as face-to-face interviews for each market, category, segment, and sub-segment across geographies

Participants who typically take part in such a process include, but are not limited to:

Industry participants: Marketing/product managers, market intelligence managers, and regional sales managers
Purchasing/Sourcing managers, technical personnel, distributors
Outside experts: Investment bankers, valuation experts, and research analysts specializing in specific markets
Key opinion leaders specializing in different areas corresponding to different industry verticals

List of primary participants, but not limited to:

Advanced Oncotherapy PLC
Danfysik A/S
Hitachi, Ltd.
IBA Worldwide
Mevion Medical Systems, Inc.

Data Triangulation: Information culled from “Secondary & Primary Sources” is cross-checked with “TMR Knowledge Repository”, which is updated every quarter.

Market Estimation: Market size estimations involved in-depth study of product features, technology updates, geographic presence, product demand, sales data (value or volume), historical year-on-year growth, and others. Other approaches were also utilized to derive market size and forecasts. Where no hard data was available, we employed modeling techniques in order to produce comprehensive datasets. A rigorous methodology has been adopted, wherein the available hard data are cross-referenced with the following data types to produce estimates:

Demographic Data: Healthcare expenditure, inflation rates, and others
Industry Indicators: R&D investment, technology stage, and infrastructure, sector growth, and facilities

Market Forecasting: Market forecasts for various segments are derived taking into account drivers, restraints/challenges, and opportunities prevailing in the market and considering advantages/disadvantages of segments/sub-segments over other segments/sub-segments. Business environment, historical sales pattern, unmet needs, competitive intensity, and country-wise surgery data are some of the other pivotal factors, which are considered to derive market forecasts.

❖ レポートの目次 ❖

1. Preface
1.1. Market Introduction
1.2. Market Segmentation
1.3. Key Research Objectives
2. Assumptions and Research Methodology
2.1. Research Methodology
2.1.1. List of Primary and Secondary Sources
2.2. Key Assumptions for Data Modelling
3. Executive Summary: Global Edutainment Market
4. Market Overview
4.1. Market Definition
4.2. Technology/ Product Roadmap
4.3. Market Factor Analysis
4.3.1. Forecast Factors
4.3.2. Ecosystem/ Value Chain Analysis
4.3.3. Market Dynamics (Growth Influencers)
4.3.3.1. Drivers
4.3.3.2. Restraints
4.3.3.3. Opportunities
4.3.3.4. Impact Analysis of Drivers and Restraints
4.4. COVID-19 Impact Analysis
4.4.1. Impact of COVID-19 on the Edutainment Market
4.4.2. End-user Sentiment Analysis: Comparative Analysis on Spending
4.4.2.1. Increase in Spending
4.4.2.2. Decrease in Spending
4.4.3. Short Term and Long Term Impact on the Market
4.5. Market Opportunity Assessment – by Region (North America/ Europe/ Asia Pacific/ Middle East & Africa/ South America)
4.5.1. By Gaming Type
4.5.2. By Revenue Source
4.5.3. By Visitors Demographics
5. Global Edutainment Market Analysis and Forecast
5.1. Market Revenue Analysis (US$ Mn), 2016-2031
5.1.1. Historic Growth Trends, 2016-2021
5.1.2. Forecast Trends, 2022-2031
6. Global Edutainment Market Analysis, by Gaming Type
6.1. Overview and Definitions
6.2. Key Segment Analysis
6.3. Edutainment Market Size (US$ Mn) Forecast, by Gaming Type, 2018 – 2031
6.3.1. Interactive
6.3.2. Non-interactive
6.3.3. Explorative
6.3.4. Hybrid Combination
7. Global Edutainment Market Analysis, by Revenue Source
7.1. Overview and Definitions
7.2. Key Segment Analysis
7.3. Edutainment Market Size (US$ Mn) Forecast, by Revenue Source, 2018 – 2031
7.3.1. Entry Fees & Tickets
7.3.2. Food & Beverages
7.3.3. Merchandising
7.3.4. Advertising
7.3.5. Others
8. Global Edutainment Market Analysis, by Visitors Demographics
8.1. Overview and Definitions
8.2. Key Segment Analysis
8.3. Edutainment Market Size (US$ Mn) Forecast, by Visitors Demographics, 2018 – 2031
8.3.1. Children (0-12)
8.3.2. Teenager (13-18)
8.3.3. Young Adult (19-25)
8.3.4. Adult (25+)
9. Global Edutainment Market Analysis and Forecasts, by Region
9.1. Key Findings
9.2. Market Size (US$ Mn) Forecast by Region, 2018-2031
9.2.1. North America
9.2.2. Europe
9.2.3. Asia Pacific
9.2.4. Middle East & Africa
9.2.5. South America
10. North America Edutainment Market Analysis and Forecast
10.1. Regional Outlook
10.2. Edutainment Market Size (US$ Mn) Analysis and Forecast, 2018 – 2031
10.2.1. By Gaming Type
10.2.2. By Revenue Source
10.2.3. By Visitors Demographics
10.3. Edutainment Market Size (US$ Mn) Forecast, by Country, 2018 – 2031
10.3.1. U.S.
10.3.2. Canada
10.3.3. Mexico
11. Europe Edutainment Market Analysis and Forecast
11.1. Regional Outlook
11.2. Edutainment Market Size (US$ Mn) Analysis and Forecast, 2018 – 2031
11.2.1. By Gaming Type
11.2.2. By Revenue Source
11.2.3. By Visitors Demographics
11.3. Edutainment Market Size (US$ Mn) Forecast, by Country & Sub-region, 2018 – 2031
11.3.1. Germany
11.3.2. UK
11.3.3. France
11.3.4. Italy
11.3.5. Spain
11.3.6. Rest of Europe
12. Asia Pacific Edutainment Market Analysis and Forecast
12.1. Regional Outlook
12.2. Edutainment Market Size (US$ Mn) Analysis and Forecast, 2018 – 2031
12.2.1. By Gaming Type
12.2.2. By Revenue Source
12.2.3. By Visitors Demographics
12.3. Edutainment Market Size (US$ Mn) Forecast, by Country & Sub-region, 2018 – 2031
12.3.1. China
12.3.2. India
12.3.3. Japan
12.3.4. ASEAN
12.3.5. Rest of Asia Pacific
13. Middle East & Africa Edutainment Market Analysis and Forecast
13.1. Regional Outlook
13.2. Edutainment Market Size (US$ Mn) Analysis and Forecast, 2018 – 2031
13.2.1. By Gaming Type
13.2.2. By Revenue Source
13.2.3. By Visitors Demographics
13.3. Edutainment Market Size (US$ Mn) Forecast, by Country & Sub-region, 2018 – 2031
13.3.1. Saudi Arabia
13.3.2. The United Arab Emirates
13.3.3. South Africa
13.3.4. Rest of Middle East & Africa
14. South America Edutainment Market Analysis and Forecast
14.1. Regional Outlook
14.2. Edutainment Market Size (US$ Mn) Analysis and Forecast, 2018 – 2031
14.2.1. By Gaming Type
14.2.2. By Revenue Source
14.2.3. By Visitors Demographics
14.3. Edutainment Market Size (US$ Mn) Forecast, by Country & Sub-region, 2018 – 2031
14.3.1. Brazil
14.3.2. Argentina
14.3.3. Rest of South America
15. Competition Landscape
15.1. Market Competition Matrix, by Leading Players
15.2. Market Revenue Share Analysis (%), by Leading Players (2021)
15.3. Competitive Scenario
15.3.1. List of Emerging, Prominent and Leading Players
15.3.2. Major Mergers & Acquisitions, Expansions, Partnership, Contacts, Deals, etc.
16. Company Profiles
16.1. Kidzania
16.1.1. Business Overview
16.1.2. Company Revenue
16.1.3. Product Portfolio
16.1.4. Geographic Footprint
16.1.5. Strategic Partnership, Merger & Acquisition, Business Expansion, New Product Launch, Innovation etc.
16.2. LEGOLAND Discovery Centre
16.2.1. Business Overview
16.2.2. Company Revenue
16.2.3. Product Portfolio
16.2.4. Geographic Footprint
16.2.5. Strategic Partnership, Merger & Acquisition, Business Expansion, New Product Launch, Innovation etc.
16.3. KinderCity
16.3.1. Business Overview
16.3.2. Company Revenue
16.3.3. Product Portfolio
16.3.4. Geographic Footprint
16.3.5. Strategic Partnership, Merger & Acquisition, Business Expansion, New Product Launch, Innovation etc.
16.4. Plabo
16.4.1. Business Overview
16.4.2. Company Revenue
16.4.3. Product Portfolio
16.4.4. Geographic Footprint
16.4.5. Strategic Partnership, Merger & Acquisition, Business Expansion, New Product Launch, Innovation etc.
16.5. Pororo Park
16.5.1. Business Overview
16.5.2. Company Revenue
16.5.3. Product Portfolio
16.5.4. Geographic Footprint
16.5.5. Strategic Partnership, Merger & Acquisition, Business Expansion, New Product Launch, Innovation etc.
16.6. CurioCity
16.6.1. Business Overview
16.6.2. Company Revenue
16.6.3. Product Portfolio
16.6.4. Geographic Footprint
16.6.5. Strategic Partnership, Merger & Acquisition, Business Expansion, New Product Launch, Innovation etc.
16.7. Mattel Play! Town
16.7.1. Business Overview
16.7.2. Company Revenue
16.7.3. Product Portfolio
16.7.4. Geographic Footprint
16.7.5. Strategic Partnership, Merger & Acquisition, Business Expansion, New Product Launch, Innovation etc.
16.8. Little Explorer
16.8.1. Business Overview
16.8.2. Company Revenue
16.8.3. Product Portfolio
16.8.4. Geographic Footprint
16.8.5. Strategic Partnership, Merger & Acquisition, Business Expansion, New Product Launch, Innovation etc.
16.9. Kidz Holding S.A.L.
16.9.1. Business Overview
16.9.2. Company Revenue
16.9.3. Product Portfolio
16.9.4. Geographic Footprint
16.9.5. Strategic Partnership, Merger & Acquisition, Business Expansion, New Product Launch, Innovation etc.
16.10. ELM Learning
16.10.1. Business Overview
16.10.2. Company Revenue
16.10.3. Product Portfolio
16.10.4. Geographic Footprint
16.10.5. Strategic Partnership, Merger & Acquisition, Business Expansion, New Product Launch, Innovation etc.
16.11. EduSys
16.11.1. Business Overview
16.11.2. Company Revenue
16.11.3. Product Portfolio
16.11.4. Geographic Footprint
16.11.5. Strategic Partnership, Merger & Acquisition, Business Expansion, New Product Launch, Innovation etc.
16.12. MentalUP
16.12.1. Business Overview
16.12.2. Company Revenue
16.12.3. Product Portfolio
16.12.4. Geographic Footprint
16.12.5. Strategic Partnership, Merger & Acquisition, Business Expansion, New Product Launch, Innovation etc.
16.13. Timmersive
16.13.1. Business Overview
16.13.2. Company Revenue
16.13.3. Product Portfolio
16.13.4. Geographic Footprint
16.13.5. Strategic Partnership, Merger & Acquisition, Business Expansion, New Product Launch, Innovation etc.
16.14. Others
17. Key Takeaways

List of Tables
Table 1: Acronyms Used in the Edutainment Market
Table 2: North America Edutainment Market Revenue Analysis, by Country, 2021 - 2031 (US$ Mn)
Table 3: Europe Edutainment Market Revenue Analysis, by Country, 2021 - 2031 (US$ Mn)
Table 4: Asia Pacific Edutainment Market Revenue Analysis, by Country, 2021 - 2031 (US$ Mn)
Table 5: Middle East & Africa Edutainment Market Revenue Analysis, by Country, 2021 and 2031 (US$ Mn)
Table 6: South America Edutainment Market Revenue Analysis, by Country, 2021 - 2031 (US$ Mn)
Table 7: Forecast Factors Relevance and Impact (1/2)
Table 8: Forecast Factors Relevance and Impact (2/2)
Table 9: Impact Analysis of Drivers & Restraints
Table 10: Global Edutainment Market Value (US$ Mn) Forecast, by Gaming Type, 2018 – 2031
Table 11: Global Edutainment Market Value (US$ Mn) Forecast, by Revenue Source, 2018 – 2031
Table 12: Global Edutainment Market Value (US$ Mn) Forecast, by Visitors Demographics, 2018 – 2031
Table 13: Global Edutainment Market Volume (US$ Mn) Forecast, by Region, 2018 – 2031
Table 14: North America Edutainment Market Value (US$ Mn) Forecast, by Gaming Type, 2018 – 2031
Table 15: North America Edutainment Market Value (US$ Mn) Forecast, by Revenue Source, 2018 – 2031
Table 16: North America Edutainment Market Value (US$ Mn) Forecast, by Visitors Demographics, 2018 – 2031
Table 17: North America Edutainment Market Volume (US$ Mn) Forecast, by Country, 2018 – 2031
Table 18: U.S. Edutainment Market Revenue CAGR Breakdown (%), by Growth Term
Table 19: Canada Edutainment Market Revenue CAGR Breakdown (%), by Growth Term
Table 20: Mexico Edutainment Market Revenue CAGR Breakdown (%), by Growth Term
Table 21: Europe Edutainment Market Value (US$ Mn) Forecast, by Gaming Type, 2018 – 2031
Table 22: Europe Edutainment Market Value (US$ Mn) Forecast, by Revenue Source, 2018 – 2031
Table 23: Europe Edutainment Market Value (US$ Mn) Forecast, by Visitors Demographics, 2018 – 2031
Table 24: Europe Edutainment Market Volume (US$ Mn) Forecast, by Country, 2018 – 2031
Table 25: Germany Edutainment Market Revenue CAGR Breakdown (%), by Growth Term
Table 26: U.K. Edutainment Market Revenue CAGR Breakdown (%), by Growth Term
Table 27: France Edutainment Market Revenue CAGR Breakdown (%), by Growth Term
Table 28: Spain Edutainment Market Revenue CAGR Breakdown (%), by Growth Term
Table 29: Italy Edutainment Market Revenue CAGR Breakdown (%), by Growth Term
Table 30: Asia Pacific Edutainment Market Value (US$ Mn) Forecast, by Gaming Type, 2018 – 2031
Table 31: Asia Pacific Edutainment Market Value (US$ Mn) Forecast, by Revenue Source, 2018 – 2031
Table 32: Asia Pacific Edutainment Market Value (US$ Mn) Forecast, by Visitors Demographics, 2018 – 2031
Table 33: Asia Pacific Edutainment Market Volume (US$ Mn) Forecast, by Country, 2018 – 2031
Table 34: China Edutainment Market Revenue CAGR Breakdown (%), by Growth Term
Table 35: India Edutainment Market Revenue CAGR Breakdown (%), by Growth Term
Table 36: Japan Edutainment Market Revenue CAGR Breakdown (%), by Growth Term
Table 37: ASEAN Edutainment Market Revenue CAGR Breakdown (%), by Growth Term
Table 38: Middle East & Africa Edutainment Market Value (US$ Mn) Forecast, by Gaming Type, 2018 – 2031
Table 39: Middle East & Africa Edutainment Market Value (US$ Mn) Forecast, by Revenue Source, 2018 – 2031
Table 40: Middle East & Africa Edutainment Market Value (US$ Mn) Forecast, by Visitors Demographics, 2018 – 2031
Table 41: Middle East & Africa Edutainment Market Volume (US$ Mn) Forecast, by Country, 2018 – 2031
Table 42: Saudi Arabia Edutainment Market Revenue CAGR Breakdown (%), by Growth Term
Table 43: The United Arab Emirates Edutainment Market Revenue CAGR Breakdown (%), by Growth Term
Table 44: South Africa Edutainment Market Revenue CAGR Breakdown (%), by Growth Term
Table 45: South America Edutainment Market Value (US$ Mn) Forecast, by Gaming Type, 2018 – 2031
Table 46: South America Edutainment Market Value (US$ Mn) Forecast, by Revenue Source, 2018 – 2031
Table 47: South America Edutainment Market Value (US$ Mn) Forecast, by Visitors Demographics, 2018 – 2031
Table 48: South America Edutainment Market Volume (US$ Mn) Forecast, by Country, 2018 – 2031
Table 49: Brazil Emirates Edutainment Market Revenue CAGR Breakdown (%), by Growth Term
Table 50: Argentina Edutainment Market Revenue CAGR Breakdown (%), by Growth Term

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