Edutainment Market: Fast Expanding Vendor Landscape and Novelties such as AR VR Integration to Ensure Thriving Growth

ALBANY, US, 2019-Apr-26 — /EPR Network/ —

Directed towards achieving sustainable results in leisure education, edutainment as a potential tool to impart behavioral change has gained massive traction in recent times that is relentlessly directing behavioral change communication. Edutainment is largely adopted to impart education besides entailing wholesome dose of entertainment to rev up interest levels amongst young learners. To cater to the needs of engagement based learning methodologies edutainment platforms have divulged tangible outcome. Backed by rapid investments and technological advances in developing interactive platforms, edutainment market is anticipated to remain lucrative.

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Innovative learning tactics such as role-playing or visiting a place of their interest enables engagement based learning. The holistic amalgamation of physical, emotional, and cognitive skills are aimed at offering a wholesome learning experience. Factors as such are likely to instill enormous growth scope, allowing edutainment market to register flourishing growth in subsequent times. These market highlights have been extracted from Market Research Reports Search Engine’s (MRRSE) recent report addition titled, ‘Edutainment Market: Global Industry Analysis 2013-2017 and Opportunity Assessment 2018-2028‘ included in its fast burgeoning online data archive.In recent years, AR and VR technologies have gained massive adoption in edutainment space to ensure procedural learning experience, allowing step-by-step learning experience. Adoption of smart training tools and suite integrate multifarious platforms each designed with advanced technology. Advanced edutainment suites are designed to perfection entailing sophisticated technologies such as gamified trainer, AR and VR procedural trainers, and live display tools are envisioned to improve skill set and mechanical ability. Of-late the technology has witnessesad rampant adoption in training institutions to enable skill development. With such developments in place edutainment market is poised to remain immensely lucrative.

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Unbiased research postulates included in the report divulge relevant information on popular trends, potential drivers, restraints, and threats that influence growth in edutainment market. The report also elaborates on dynamic segmentation aimed at offering ample competitive advantage, favoring lucrative business decisions and investment deals. Based on dynamic segmentation edutainment market is classified into gaming type, facility size, revenue source, and visitor demographics. By gaming type edutainment market is bifurcated into interactive, non-interactive, explorative, and hybrid combination. In terms of revenue source the market is further stratified into F&B, merchandising, advertising, and entry fees and tickets. Adult, young adult, children, and teenager are identified as major visitor demographics segments. Further in the course of the report readers are also offered with tangible information on regional scope and geographical expanse based on which Europe, North and Latin America, SEA, APAC, MEA, China, and Japan are identified as core regional belts in edutainment market.

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