Implementation of Augmented and Virtual Reality Expected to Drive the Edutainment Market to a Value of US$ 10,120.2 Mn by 2027

According to a new market report published by Transparency Market Research the global edutainment market is estimated to reach US$ 10,120.2 Mn by the end of the forecast period 2027. According to the report, North America was the largest contributor in terms of revenue to the edutainment market in 2017. This is primarily due to strong technological advancement and considerable application of edutainment in banks and financial institutions across the region.

Gaming is the most adopted method for education; it helps promote learning among children. Most pre-school and kindergarten providers have realized that open-ended play in the right environment helps children develop and learn emotionally, cognitively, socially, and physically. This is a major factor that is expected to boost the edutainment market during the forecast period.

Innovation in games, need for physical activity in today’s lifestyle, and substantially increasing investment by established players are some of the major factors fuelling the growth of the edutainment market. In recent years, edutainment centers introduced changes in edutainment games offered by them due to the advent of “triple revolution” of social media, Internet, and mobile devices, and this has led to serious competition. Currently, Virtual Reality (VR) and Augmented Reality (AR) games are the most trending games.

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