Entertaiment is to infiltrate the content of propaganda and ideological education into entertainment activities. It is a method of propaganda work and ideological and political work.
The Digital Edutainment market revenue was xx.xx Million USD in 2019, and will reach xx.xx Million USD in 2025, with a CAGR of x.x% during 2020-2025.
Under COVID-19 outbreak globally, this report provides 360 degrees of analysis from supply chain, import and export control to regional government policy and future influence on the industry. Detailed analysis about market status (2015-2020), enterprise competition pattern, advantages and disadvantages of enterprise products, industry development trends (2020-2025), regional industrial layout characteristics and macroeconomic policies, industrial policy has also been included. From raw materials to end users of this industry are analyzed scientifically, the trends of product circulation and sales channel will be presented as well. Considering COVID-19, this report provides comprehensive and in-depth analysis on how the epidemic push this industry transformation and reform.
In COVID-19 outbreak, Chapter 2.2 of this report provides an analysis of the impact of COVID-19 on the global economy and the Digital Edutainment industry.
Chapter 3.7 covers the analysis of the impact of COVID-19 from the perspective of the industry chain.
In addition, chapters 7-11 consider the impact of COVID-19 on the regional economy.
The Digital Edutainment market can be split based on product types, major applications, and important countries as follows:
Key players in the global Digital Edutainment market covered in Chapter 12:
Kidz Holding S.A.L
Pororo Parks
Plabo
KneoMedia
Mattel Play! Town
CurioCity
Legoland Discovery Center
Totter's Otterville
Kidzania
Kindercity
Little Explorers
In Chapter 4 and 14.1, on the basis of types, the Digital Edutainment market from 2015 to 2025 is primarily split into:
Interactive
Non-interactive
Explorative
Hybrid Combination Games
In Chapter 5 and 14.2, on the basis of applications, the Digital Edutainment market from 2015 to 2025 covers:
Children (0-12 Years)
Teenager (13-18 Years)
Young Adult (19-25 Years)
Adult (25+ Years)
Geographically, the detailed analysis of consumption, revenue, market share and growth rate, historic and forecast (2015-2025) of the following regions are covered in Chapter 6, 7, 8, 9, 10, 11, 14:
North America (Covered in Chapter 7 and 14)
United States
Canada
Mexico
Europe (Covered in Chapter 8 and 14)
Germany
UK
France
Italy
Spain
Russia
Others
Asia-Pacific (Covered in Chapter 9 and 14)
China
Japan
South Korea
Australia
India
Southeast Asia
Others
Middle East and Africa (Covered in Chapter 10 and 14)
Saudi Arabia
UAE
Egypt
Nigeria
South Africa
Others
South America (Covered in Chapter 11 and 14)
Brazil
Argentina
Columbia
Chile
Others
Years considered for this report:
Historical Years: 2015-2019
Base Year: 2019
Estimated Year: 2020
Forecast Period: 2020-2025
Table of Content
1 Digital Edutainment Introduction and Market Overview
1.1 Objectives of the Study
1.2 Overview of Digital Edutainment
1.3 Scope of The Study
1.3.1 Key Market Segments
1.3.2 Players Covered
1.3.3 COVID-19's impact on the Digital Edutainment industry
1.4 Methodology of The Study
1.5 Research Data Source
2 Executive Summary
2.1 Market Overview
2.1.1 Global Digital Edutainment Market Size, 2015 - 2020
2.1.2 Global Digital Edutainment Market Size by Type, 2015 - 2020
2.1.3 Global Digital Edutainment Market Size by Application, 2015 - 2020
2.1.4 Global Digital Edutainment Market Size by Region, 2015 - 2025
2.2 Business Environment Analysis
2.2.1 Global COVID-19 Status and Economic Overview
2.2.2 Influence of COVID-19 Outbreak on Digital Edutainment Industry Development
3 Industry Chain Analysis
3.1 Upstream Raw Material Suppliers of Digital Edutainment Analysis
3.2 Major Players of Digital Edutainment
3.3 Digital Edutainment Manufacturing Cost Structure Analysis
3.3.1 Production Process Analysis
3.3.2 Manufacturing Cost Structure of Digital Edutainment
3.3.3 Labor Cost of Digital Edutainment
3.4 Market Distributors of Digital Edutainment
3.5 Major Downstream Buyers of Digital Edutainment Analysis
3.6 The Impact of Covid-19 From the Perspective of Industry Chain
3.7 Regional Import and Export Controls Will Exist for a Long Time
3.8 Continued downward PMI Spreads Globally
4 Global Digital Edutainment Market, by Type
4.1 Global Digital Edutainment Value and Market Share by Type (2015-2020)
4.2 Global Digital Edutainment Production and Market Share by Type (2015-2020)
4.3 Global Digital Edutainment Value and Growth Rate by Type (2015-2020)
4.3.1 Global Digital Edutainment Value and Growth Rate of Interactive
4.3.2 Global Digital Edutainment Value and Growth Rate of Non-interactive
4.3.3 Global Digital Edutainment Value and Growth Rate of Explorative
4.3.4 Global Digital Edutainment Value and Growth Rate of Hybrid Combination Games
4.4 Global Digital Edutainment Price Analysis by Type (2015-2020)
5 Digital Edutainment Market, by Application
5.1 Downstream Market Overview
5.2 Global Digital Edutainment Consumption and Market Share by Application (2015-2020)
5.3 Global Digital Edutainment Consumption and Growth Rate by Application (2015-2020)
5.3.1 Global Digital Edutainment Consumption and Growth Rate of Children (0-12 Years) (2015-2020)
5.3.2 Global Digital Edutainment Consumption and Growth Rate of Teenager (13-18 Years) (2015-2020)
5.3.3 Global Digital Edutainment Consumption and Growth Rate of Young Adult (19-25 Years) (2015-2020)
5.3.4 Global Digital Edutainment Consumption and Growth Rate of Adult (25+ Years) (2015-2020)
6 Global Digital Edutainment Market Analysis by Regions
6.1 Global Digital Edutainment Sales, Revenue and Market Share by Regions
6.1.1 Global Digital Edutainment Sales by Regions (2015-2020)
6.1.2 Global Digital Edutainment Revenue by Regions (2015-2020)
6.2 North America Digital Edutainment Sales and Growth Rate (2015-2020)
6.3 Europe Digital Edutainment Sales and Growth Rate (2015-2020)
6.4 Asia-Pacific Digital Edutainment Sales and Growth Rate (2015-2020)
6.5 Middle East and Africa Digital Edutainment Sales and Growth Rate (2015-2020)
6.6 South America Digital Edutainment Sales and Growth Rate (2015-2020)
7 North America Digital Edutainment Market Analysis by Countries
7.1 The Influence of COVID-19 on North America Market
7.2 North America Digital Edutainment Sales, Revenue and Market Share by Countries
7.2.1 North America Digital Edutainment Sales by Countries (2015-2020)
7.2.2 North America Digital Edutainment Revenue by Countries (2015-2020)
7.3 United States Digital Edutainment Sales and Growth Rate (2015-2020)
7.4 Canada Digital Edutainment Sales and Growth Rate (2015-2020)
7.5 Mexico Digital Edutainment Sales and Growth Rate (2015-2020)
8 Europe Digital Edutainment Market Analysis by Countries
8.1 The Influence of COVID-19 on Europe Market
8.2 Europe Digital Edutainment Sales, Revenue and Market Share by Countries
8.2.1 Europe Digital Edutainment Sales by Countries (2015-2020)
8.2.2 Europe Digital Edutainment Revenue by Countries (2015-2020)
8.3 Germany Digital Edutainment Sales and Growth Rate (2015-2020)
8.4 UK Digital Edutainment Sales and Growth Rate (2015-2020)
8.5 France Digital Edutainment Sales and Growth Rate (2015-2020)
8.6 Italy Digital Edutainment Sales and Growth Rate (2015-2020)
8.7 Spain Digital Edutainment Sales and Growth Rate (2015-2020)
8.8 Russia Digital Edutainment Sales and Growth Rate (2015-2020)
9 Asia Pacific Digital Edutainment Market Analysis by Countries
9.1 The Influence of COVID-19 on Asia Pacific Market
9.2 Asia Pacific Digital Edutainment Sales, Revenue and Market Share by Countries
9.2.1 Asia Pacific Digital Edutainment Sales by Countries (2015-2020)
9.2.2 Asia Pacific Digital Edutainment Revenue by Countries (2015-2020)
9.3 China Digital Edutainment Sales and Growth Rate (2015-2020)
9.4 Japan Digital Edutainment Sales and Growth Rate (2015-2020)
9.5 South Korea Digital Edutainment Sales and Growth Rate (2015-2020)
9.6 India Digital Edutainment Sales and Growth Rate (2015-2020)
9.7 Southeast Asia Digital Edutainment Sales and Growth Rate (2015-2020)
9.8 Australia Digital Edutainment Sales and Growth Rate (2015-2020)
10 Middle East and Africa Digital Edutainment Market Analysis by Countries
10.1 The Influence of COVID-19 on Middle East and Africa Market
10.2 Middle East and Africa Digital Edutainment Sales, Revenue and Market Share by Countries
10.2.1 Middle East and Africa Digital Edutainment Sales by Countries (2015-2020)
10.2.2 Middle East and Africa Digital Edutainment Revenue by Countries (2015-2020)
10.3 Saudi Arabia Digital Edutainment Sales and Growth Rate (2015-2020)
10.4 UAE Digital Edutainment Sales and Growth Rate (2015-2020)
10.5 Egypt Digital Edutainment Sales and Growth Rate (2015-2020)
10.6 Nigeria Digital Edutainment Sales and Growth Rate (2015-2020)
10.7 South Africa Digital Edutainment Sales and Growth Rate (2015-2020)
11 South America Digital Edutainment Market Analysis by Countries
11.1 The Influence of COVID-19 on Middle East and Africa Market
11.2 South America Digital Edutainment Sales, Revenue and Market Share by Countries
11.2.1 South America Digital Edutainment Sales by Countries (2015-2020)
11.2.2 South America Digital Edutainment Revenue by Countries (2015-2020)
11.3 Brazil Digital Edutainment Sales and Growth Rate (2015-2020)
11.4 Argentina Digital Edutainment Sales and Growth Rate (2015-2020)
11.5 Columbia Digital Edutainment Sales and Growth Rate (2015-2020)
11.6 Chile Digital Edutainment Sales and Growth Rate (2015-2020)
12 Competitive Landscape
12.1 Kidz Holding S.A.L
12.1.1 Kidz Holding S.A.L Basic Information
12.1.2 Digital Edutainment Product Introduction
12.1.3 Kidz Holding S.A.L Production, Value, Price, Gross Margin 2015-2020
12.2 Pororo Parks
12.2.1 Pororo Parks Basic Information
12.2.2 Digital Edutainment Product Introduction
12.2.3 Pororo Parks Production, Value, Price, Gross Margin 2015-2020
12.3 Plabo
12.3.1 Plabo Basic Information
12.3.2 Digital Edutainment Product Introduction
12.3.3 Plabo Production, Value, Price, Gross Margin 2015-2020
12.4 KneoMedia
12.4.1 KneoMedia Basic Information
12.4.2 Digital Edutainment Product Introduction
12.4.3 KneoMedia Production, Value, Price, Gross Margin 2015-2020
12.5 Mattel Play! Town
12.5.1 Mattel Play! Town Basic Information
12.5.2 Digital Edutainment Product Introduction
12.5.3 Mattel Play! Town Production, Value, Price, Gross Margin 2015-2020
12.6 CurioCity
12.6.1 CurioCity Basic Information
12.6.2 Digital Edutainment Product Introduction
12.6.3 CurioCity Production, Value, Price, Gross Margin 2015-2020
12.7 Legoland Discovery Center
12.7.1 Legoland Discovery Center Basic Information
12.7.2 Digital Edutainment Product Introduction
12.7.3 Legoland Discovery Center Production, Value, Price, Gross Margin 2015-2020
12.8 Totter's Otterville
12.8.1 Totter's Otterville Basic Information
12.8.2 Digital Edutainment Product Introduction
12.8.3 Totter's Otterville Production, Value, Price, Gross Margin 2015-2020
12.9 Kidzania
12.9.1 Kidzania Basic Information
12.9.2 Digital Edutainment Product Introduction
12.9.3 Kidzania Production, Value, Price, Gross Margin 2015-2020
12.10 Kindercity
12.10.1 Kindercity Basic Information
12.10.2 Digital Edutainment Product Introduction
12.10.3 Kindercity Production, Value, Price, Gross Margin 2015-2020
12.11 Little Explorers
12.11.1 Little Explorers Basic Information
12.11.2 Digital Edutainment Product Introduction
12.11.3 Little Explorers Production, Value, Price, Gross Margin 2015-2020
13 Industry Outlook
13.1 Market Driver Analysis
13.1.2 Market Restraints Analysis
13.1.3 Market Trends Analysis
13.2 Merger, Acquisition and New Investment
13.3 News of Product Release
14 Global Digital Edutainment Market Forecast
14.1 Global Digital Edutainment Market Value & Volume Forecast, by Type (2020-2025)
14.1.1 Interactive Market Value and Volume Forecast (2020-2025)
14.1.2 Non-interactive Market Value and Volume Forecast (2020-2025)
14.1.3 Explorative Market Value and Volume Forecast (2020-2025)
14.1.4 Hybrid Combination Games Market Value and Volume Forecast (2020-2025)
14.2 Global Digital Edutainment Market Value & Volume Forecast, by Application (2020-2025)
14.2.1 Children (0-12 Years) Market Value and Volume Forecast (2020-2025)
14.2.2 Teenager (13-18 Years) Market Value and Volume Forecast (2020-2025)
14.2.3 Young Adult (19-25 Years) Market Value and Volume Forecast (2020-2025)
14.2.4 Adult (25+ Years) Market Value and Volume Forecast (2020-2025)
14.3 Digital Edutainment Market Analysis and Forecast by Region
14.3.1 North America Market Value and Consumption Forecast (2020-2025)
14.3.2 Europe Market Value and Consumption Forecast (2020-2025)
14.3.3 Asia Pacific Market Value and Consumption Forecast (2020-2025)
14.3.4 Middle East and Africa Market Value and Consumption Forecast (2020-2025)
14.3.5 South America Market Value and Consumption Forecast (2020-2025)
15 New Project Feasibility Analysis
15.1 Industry Barriers and New Entrants SWOT Analysis
15.1.1 Porter