Global and India STEAM Education Market Report & Forecast 2024-2034
Published on: 2024-01-04 | No of Pages : 400 | Industry : Software
Publisher : MRA | Format : PDF
Global and India STEAM Education Market Report & Forecast 2024-2034
Market Analysis and InsightsGlobal and India STEAM Education Market
This report focuses on global and India STEAM Education market, also covers the segmentation data of other regions in regional level and county level.
The global STEAM Education revenue was US$ 11620 million in 2023 and is forecast to a readjusted size of US$ 29130 million by 2033 with a CAGR of 14.3% during the review period (2023-2033).
Global key players of STEAM education include Youbetter, Makeblock, LEGO, Ubtech Robotics, Roblox Corporation, etc. The top five players hold a share over 20%.
Asia-pacific is the largest market, has a share about 49%, followed by North America, and Europe, with share 24% and 17%, separately.
Global STEAM Education Scope and Market Size
STEAM Education market is segmented in regional and country level, by players, by Type and by Application. Companies, stakeholders, and other participants in the global STEAM Education market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application for the period 2018-2033.
For India market, this report focuses on the STEAM Education market size by players, by Type and by Application, for the period 2018-2033. The key players include the global and local players, which play important roles in India.
Youbetter
Makeblock
LEGO
Ubtech Robotics
Roblox Corporation
Byju's
DFrobot
Chaihuo
Gaotu Techedu Inc
Stride
Pearson
Segment by Type
Robot Programming
Software Programming
Scientific Literacy
Primary School
Junior High School
High School
Others
By Region
Americas
United States
Canada
Mexico
Brazil
China
APAC (excluding China)
Japan
South Korea
China Taiwan
ASEAN
India
EMEA
Europe
Middle East
Africa
Chapter 1Introduces STEAM Education definition, global market size, India market size, India percentage in global market. This section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 2Provides the analysis of various market segments by type, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 3Provides the analysis of various market segments by application, covering the revenue and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 4Detailed analysis of STEAM Education companies’ competitive landscape, revenue, market share and industry ranking, latest development plan, merger and acquisition information, etc.
Chapter 5Revenue of STEAM Education in global and regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space of each country in the world.
Chapter 6Americas by type, by application and by country revenue for each segment.
Chapter 7EMEA by type, by application and by region, revenue for each segment.
Chapter 8China by type, by application revenue for each segment.
Chapter 9APAC (excluding China) by type, by application and by region, revenue for each segment.
Chapter 10Provides profiles of key companies, introducing the basic situation of the main companies in the market in detail, including product descriptions and specifications, STEAM Education revenue, gross margin and recent development, etc.
Chapter 11Analyst's Viewpoints/Conclusions
This report focuses on global and India STEAM Education market, also covers the segmentation data of other regions in regional level and county level.
The global STEAM Education revenue was US$ 11620 million in 2023 and is forecast to a readjusted size of US$ 29130 million by 2033 with a CAGR of 14.3% during the review period (2023-2033).
Global key players of STEAM education include Youbetter, Makeblock, LEGO, Ubtech Robotics, Roblox Corporation, etc. The top five players hold a share over 20%.
Asia-pacific is the largest market, has a share about 49%, followed by North America, and Europe, with share 24% and 17%, separately.
Global STEAM Education Scope and Market Size
STEAM Education market is segmented in regional and country level, by players, by Type and by Application. Companies, stakeholders, and other participants in the global STEAM Education market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application for the period 2018-2033.
For India market, this report focuses on the STEAM Education market size by players, by Type and by Application, for the period 2018-2033. The key players include the global and local players, which play important roles in India.
By Company
Youbetter
Makeblock
LEGO
Ubtech Robotics
Roblox Corporation
Byju's
DFrobot
Chaihuo
Gaotu Techedu Inc
Stride
Pearson
Segment by Type
Robot Programming
Software Programming
Scientific Literacy
Segment by Application
Primary School
Junior High School
High School
Others
By Region
Americas
United States
Canada
Mexico
Brazil
China
APAC (excluding China)
Japan
South Korea
China Taiwan
ASEAN
India
EMEA
Europe
Middle East
Africa
Chapter Introduction
Chapter 1Introduces STEAM Education definition, global market size, India market size, India percentage in global market. This section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 2Provides the analysis of various market segments by type, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 3Provides the analysis of various market segments by application, covering the revenue and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 4Detailed analysis of STEAM Education companies’ competitive landscape, revenue, market share and industry ranking, latest development plan, merger and acquisition information, etc.
Chapter 5Revenue of STEAM Education in global and regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space of each country in the world.
Chapter 6Americas by type, by application and by country revenue for each segment.
Chapter 7EMEA by type, by application and by region, revenue for each segment.
Chapter 8China by type, by application revenue for each segment.
Chapter 9APAC (excluding China) by type, by application and by region, revenue for each segment.
Chapter 10Provides profiles of key companies, introducing the basic situation of the main companies in the market in detail, including product descriptions and specifications, STEAM Education revenue, gross margin and recent development, etc.
Chapter 11Analyst's Viewpoints/Conclusions