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EDUTAINMENT MARKET Challenges and Opportunities

Edutainment Market, By Product Type (Hybrid, Non-interactive, Interactive, and Explorative), By End User (Children, Teenagers, Young Adult, and Adult), By Geography (North America, Latin America, Asia Pacific, Europe, Middle East, and Africa).

Market Challenge - Lack of infrastructure for VR implementation

One of the key challenges being faced by the global edutainment market is the lack of sufficient infrastructure for effective implementation of virtual reality (VR) based learning. While VR offers immense potential to enhance the learning experience through interactive simulations and virtual field trips, most education institutes and edutainment centers across developing nations do not have the necessary high-speed internet connectivity, hardware and software requirements for deploying VR solutions.

Market Opportunity - Collaborations with education institutes

Global edutainment market has seen significant growth in recent years driven largely by the expansion of the gaming industry. As interactive and immersive games become more widespread and sophisticated, gamers are looking for titles that can provide an engaging and entertaining experience while also helping to develop skills. According to World Economic Forum survey data, future students will need to develop skills like complex problem solving, critical thinking and creativity more than ever before to thrive in the job marketpost-2030.

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