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Arabian Post
03-05-2025
- Politics
- Arabian Post
Season of madness in the age of terror
Matein Khalid He was a handsome young Gen-Z kid from Dubai, son of a Sindhi family long settled in the UAE, only a few years older than my twins. I can just imagine him as a toddler, all decked out in Babyshop diapers, then a little guy having his birthday bash with his classmates at McDonalds or Kidzania, as an IHS student on a school bus in Oud Metha Road. Then a young college graduate, I can imagine his parents' sheer joy when he married his beautiful bride and who would have ever thought that their last picture together would be a testament to a lost youth and a doomed love. He made one fatal mistake that cost him his life and a lifetime of grief for all those who loved him in a life cut short by merciless animals with guns who decided that he and 25 other innocent human beings must die, just because they hated his religion. Neeraj Udhwani's life was stolen by a cabal of terrorists in an exquisite Kashmir resort town called Pahalgam, his murder, an act of political symbolism in the lethal game of nations by murderers who have broken every shred of decency that defines the human condition. Dr. Lambert, my old prof., used to say 'there is one compelling reason why we should study international politics' – 'this stuff kills'. Neeraj is with God now, as is Dr. Lambert. RIP. The powerless have always been defined in terms of the powerful in India and Pakistan, two states created amid the bloodlust of one of history's most obscene spasms of violence in August 1947, the summer of Partition. Kashmir was the jewel that both successor states to the British Empire wanted to annex to their tarnished, bloodstained crown in the name of a phony Two Nation Theory. In an ancient land that encompassed a thousand nations, 330 million Gods, religious/cultural syncretism and a society that is a laboratory of human diversity and communal coexistence. See also Trump's Tariff Gamble: A Path to Global Recession? Yet as in 1965, 1971, 1999, 2001, 2008, 2016 and 2019, India and Pakistan are mired in the pantomime of war that will claim countless more lives on both sides just to appease the sacred fury of mindless nationalism. 25 centuries ago great souls like Mahavira and the Gautama Buddha walked the face of the earth and we now live in the age of space travel, cloud computing and artificial intelligence. Yet we have not lost the primal urge to kill and murder to sacrifice the young and the innocent in the name of vengeful deities, like the tribe of hereditary stranglers known as thuggis who committed mass murder of strangers on the remote roads of late Mughal India in the name of the Goddess Kali. Why does this undercurrent of bestial violence disfigure the kaleidoscope of the subcontinent's history? Why was the tryst with destiny so hollow and the freedom at midnight such a cruel illusion if the endgame was to have midnight's grandchildren massacred in terrorist outrages from Peshawar to Colaba, Kashmir to Balochistan, Dhaka to Jaffna? Modi will launch a retaliatory strike and General Munir, the Luminous One, has every political incentive to climb up the escalatory ladder to whip up the nationalist zealots who legitimize his praetorian regime. Balakot was a close call but sanity prevailed on both sides before either reached the point of no return. Yet who knows if a miss calculation now could lead to a tactical nuclear strike by a Pakistan high command that has never abandoned a first use capability doctrine? Will the ultimate act of terror be a mushroom cloud over a subcontinental battlefield or God forbid an entire city via a nuclear weapon fired in blind anger or primal fear? If this is freedom at midnight, India and Pakistan can have it. May the Gods destroy the miasma of evil that swirls in the netherworld of our ancestral motherlands' pathological power politics. John Lenon was so right in Imagine, all we are saying is, give peace a chance! See also How Trump's tariff war dismantled US trade credibility Also published on Medium. Notice an issue? Arabian Post strives to deliver the most accurate and reliable information to its readers. If you believe you have identified an error or inconsistency in this article, please don't hesitate to contact our editorial team at editor[at]thearabianpost[dot]com. We are committed to promptly addressing any concerns and ensuring the highest level of journalistic integrity.
Yahoo
14-02-2025
- Entertainment
- Yahoo
Edutainment Market to USD 7.74 Billion by 2032, owing to increasing demand for interactive learning experiences.
The Edutainment Market is expanding as interactive digital learning solutions combine education and entertainment to enhance engagement and knowledge retention. Pune, Feb. 14, 2025 (GLOBE NEWSWIRE) -- Edutainment Market Size Analysis: 'The SNS Insider report indicates that the Edutainment Market size was valued at USD 2.06 billion in 2023 and is expected to grow to USD 7.74 billion by 2032, growing at a CAGR of 16.8% over the forecast period of 2024-2032.' The increasing integration of entertainment with educational content, which appeals to learners across all age groups. The rise in digital platforms and mobile games that offer interactive learning experiences is further fueling market a Sample Report of Edutainment Market@ Major Players Analysis Listed in this Report are: LeapFrog Enterprises, Inc. (LeapPad Academy, LeapStart) Disney Interactive (Disney Infinity, Club Penguin) Nickelodeon (ViacomCBS) (Nick Jr. App, Moose A. Moose) VTech Communications, Inc. (VTech Learning Tablet, VTech Kidizoom Camera) Osmo (By Tangible Play, Inc.) (Osmo Genius Kit, Osmo Monster) Samsung Electronics (Samsung Smart School, Samsung Gear VR) Mattel, Inc. (Fisher-Price Smart Toy, Barbie Learn & Play) Kahoot! (Kahoot! Game-based Learning Platform, Kahoot! Academy) Pixar Animation Studios (Pixar in a Box) Razor USA LLC (Razor A Kick Scooter) CuriosityStream (CuriosityStream Subscription Service) Duolingo (Duolingo Language Learning App) (Hour of Code, CS Fundamentals) Wondershare Technology (FamiSafe) Houghton Mifflin Harcourt (EdTech Solutions, K-12 Learning Platforms) National Geographic Kids (National Geographic Kids App) TinkerPlay (by TinkRworks) (TinkerPlay App) Minecraft (by Mojang Studios) (Minecraft Education Edition) Funbrain (Funbrain Interactive Games) Skillshare (Skillshare Online Learning Platform) Kidzania (Kidzania Interactive Learning Centers) Legoland Discovery Center (LEGO-based Interactive Learning Centers) Kindercity (Kindercity Play and Learn Centers) Plabo (Plabo Interactive Learning Playgrounds) Pororo Park (Pororo Park Interactive Entertainment Centers) Curiocity (Curiocity Interactive Science Centers) Totter's Otterville (Totter's Otterville Interactive Play Zones) Mattel Play Town (Mattel Play Town Interactive Learning Centers) Little Explorers (Little Explorers Play Zones) Kidz Holding S.A.L (Kidz Holding Interactive Learning Experiences) Edutainment Market Report Scope: Report Attributes Details Market Size in 2023 USD2.06 Billion Market Size by 2032 USD 7.74 Billion CAGR CAGR of 16.8% From 2024 to 2032 Base Year 2023 Forecast Period 2024-2032 Historical Data 2020-2022 Key Regional Coverage North America (US, Canada, Mexico), Europe (Eastern Europe [Poland, Romania, Hungary, Turkey, Rest of Eastern Europe] Western Europe [Germany, France, UK, Italy, Spain, Netherlands, Switzerland, Austria, Rest of Western Europe]). Asia Pacific (China, India, Japan, South Korea, Vietnam, Singapore, Australia, Rest of Asia Pacific), Middle East & Africa (Middle East [UAE, Egypt, Saudi Arabia, Qatar, Rest of Middle East], Africa [Nigeria, South Africa, Rest of Africa], Latin America (Brazil, Argentina, Colombia Rest of Latin America) Key Growth Drivers • Digital Learning Platforms as a Driving Force Behind Edutainment Market Expansion Do you have any specific queries or need any customization research on Edutainment Market, Make an Enquiry Now@ By Gaming Type, the Interactive Segment Dominates the Edutainment Market While the Non-Interactive Segment Sees the Fastest Growth The interactive segment dominated the Edutainment Market and accounted for 39% of revenue share, owing to its way to engage the users in real-time over the learning the experience, especially gaming apps and virtual learning tools. The non-interactive segment is expected to register the fastest CAGR during the forecast period, though it comprises a smaller portion of the market, as increasing shift among content providers for offering passive learning experiences such as educational videos, and apps. 5,001 to 10,000 Sq. Ft. Dominates Market While Cloud-Based Solutions Grow Rapidly The 5,001 to 10,000 Sq. the segment dominated the market and accounted for revenue share of more than 40% in 2023, it could be suitable to all kind of exhibits/games and interactives, which makes it a more balanced scale for many medium-sized center as well. The cloud technology segment is expected to grow with the fastest CAGR during the forecast period, due to the easy scalability and global reach of online learning and entertainment services, thereby adding value to the virtual edutainment experience. By Revenue Source, Entry Fees Lead Revenue While Advertising Grows Rapidly in Digital Edutainment Platforms The entry fees and tickets segment accounted for the largest revenue share of the market, As traditional edutainment facilities such as theme parks and educational centers depend heavily on admission charges as a primary source of revenue. The advertising segment is likely to witness the fastest CAGR due to modern digital platforms adding advertisements to their educational content such as mobile apps and online gaming. By Visitor Demographics, Children Dominate Edutainment Market While Young Adults Drive Fastest Growth in Engagement The children segment dominated the market and accounted for a significant revenue share in 2023, as the largest segment of the market, due to the concentration of edutainment on the interactive development of skills and simpler learning processes. The age group 19 to 25 segment is expected to grow at the fastest CAGR during the forecast period, owing to the interactive educational experiences offered by educational institutions, digital platforms, and entertainment services targeting this group. Edutainment Market Segmentation: By Gaming Type Interactive Non-interactive Explorative Hybrid Combination By Facility Size 5,001 to 10,000 Sq. Ft. 10,001 to 20,000 Sq. Ft. 20,001 to 40,000 Sq. Ft. >40,000 Sq. Ft. By Revenue Source Entry fees & tickets Food & Beverages Merchandising Advertising Others By Visitor Demographics Children (0 to 12) Teenager (13 to 18) Young Adult (19 to 25) Adult (25+)Buy an Enterprise-User PDF of Edutainment Market Analysis & Outlook 2024-2032@ North America Leads Edutainment Market While APAC Sees Fastest Growth in Digital Learning North America dominated the Market and accounted for 40% of revenue share, owing to the technologically sound environment in the region, the presence of high demand for interactive tools for learning, and massive spending on education through entertainment. APAC region is estimated to grow at the highest CAGR with factors such as rising digital penetration, the need for innovative modes of learning, and penetration of edutainment platforms such as mobile apps and online games driving a high market growth in Asia Pacific. Table of Contents – Major Key Points 1. Introduction 2. Executive Summary 3. Research Methodology 4. Market Dynamics Impact Analysis 5. Statistical Insights and Trends Reporting 6. Competitive Landscape 7. Edutainment Market Segmentation, by Gaming Type 8. Edutainment Market Segmentation, by Facility Size 9. Edutainment Market Segmentation, by Revenue Source 10. Edutainment Market Segmentation, by Visitor Demographics 11. Regional Analysis 12. Company Profiles 13. Use Cases and Best Practices 14. Conclusion Access Complete Report Details of Edutainment Market Analysis Report 2024-2032@ [For more information or need any customization research mail us at info@ SNS Insider Offering/ Consulting Services: Go To Market Assessment Service Total Addressable Market (TAM) Assessment Competitive Benchmarking and Market Share Gain About Us: SNS Insider is one of the leading market research and consulting agencies that dominates the market research industry globally. Our company's aim is to give clients the knowledge they require in order to function in changing circumstances. In order to give you current, accurate market data, consumer insights, and opinions so that you can make decisions with confidence, we employ a variety of techniques, including surveys, video talks, and focus groups around the world. CONTACT: Contact Us: Jagney Dave - Vice President of Client Engagement Phone: +1-315 636 4242 (US) | +44- 20 3290 5010 (UK)Sign in to access your portfolio