Edutainment Market Size, Share, Growth Report 2030

Edutainment Market

Edutainment Market - By Edutainment Centers (Educational Parks and Indoor Play & Entertainment Centers), By Game Type (Hybrid, Explorative, Non-Interactive, and Interactive), By Age Group (Children, Teenagers, and Adults), And By Region- Global Industry Perspective, Comprehensive Analysis, and Forecast, 2021 – 2028

Category: Technology & Media Report Format : PDF Pages: 130 Report Code: ZMR-5549 Published Date: Jul-2021 Status : Published
Market Size in 2020  Market Forecast in 2028 CAGR (in %) Base Year
USD 3.02 Billion USD 10.83 Billion 17.2% 2020

Edutainment Market: Industry Perspective

The Global Edutainment Market Size accrued earnings worth approximately USD 3.02 Billion in 2020 and revenue will be about USD 10.83 Billion by 2028 is set to record a CAGR of nearly 17.2% over the period from 2021 to 2028. The report offers an assessment and analysis of the Edutainment market size on a global and regional level. The study offers a comprehensive assessment of the market competition, constraints, revenue estimates, opportunities, evolving trends, and industry-validated data. The report provides historical data from 2018 to 2020 along with a forecast from 2021 to 2028 based on revenue (USD Billion).

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Edutainment Market: Overview

Edutainment has become a catchphrase in the education sector blending entertainment with educational activities. It helps in simplifying and explaining complex concepts in education through the effective use of tools such as video games, television programs, social media, and the web. Apart from this, edutainment makes understanding the concepts more articulate and easy and is intended to be both educational as well as enjoyable. In addition to this, edutainment is utilized by various academic institutions and governments in different countries for imparting information in classrooms through the internet, televisions, social networking sites, and other modes of communication, thereby influencing end-user views & opinions along with impacting their perception & bringing behavioral change.

Furthermore, edutainment centers encompass science exhibitions, aquariums, zoos, botanical gardens, and children’s museums. It provides educational benefits apart from amusement and entertainment. The present-day edutainment units inculcate both learning and entertainment.

Edutainment Market Size: Growth Dynamics

A major objective of the edutainment sector is to build interest and attract the attention of teenagers and small children by engaging them through a PC. The outbreak of the COVID-19 pandemic and growing digitization have prompted the use of e-learning tools by educational institutes for imparting online education to students at home. In addition to this, the use of bright & colored animations has further helped in simplifying complex ideas for students along with improving their learning experience. Launching new technologies is playing a pivotal role in the education domain along with leveraging the edutainment business. All these aforementioned aspects are slated to enlarge the scope of the edutainment industry over the upcoming years.

Additionally, growing improvisation & digitization witnessed in art schools and classrooms and the well-developed infrastructure of the entertainment centers can benefit the growth of the edutainment market size. Edutainment activities have proved to be a key platform and major foundation of the education industry and have proven to be the best alternative tool over conventional classroom training sessions. Apart from this, the key priority of edutainment activities is to make teenagers, millennials, and students aware of their responsibility and accountability without putting pressure on them. Moreover, the edutainment industry is becoming more popular among both Generation X & grown-ups alike.

Moreover, the onset of new technologies such as artificial intelligence and IoT is anticipated to bring a paradigm shift in the edutainment industry over the ensuing years. Apart from this, massive use of augmented reality and virtual reality for enhancing student engagement and improving the learning curve of individuals will drive market trends. The facilitation of interactive learning activities will spur the business landscape over the span of the next couple of years.

Edutainment Market: Report Scope

Report Attributes Report Details
Report Name Edutainment Market Research Report
Market Size in 2020 USD 3.02 Billion
Market Forecast in 2028 USD 10.83 Billion
Growth Rate CAGR of 17.2%
Number of Pages 214
Key Companies Covered Grey Sim, Kidzania, Plabo, Pororo Parks, Legoland Discovery Center, UAB Educatus, EON Reality Inc., FUTTAIM COMPANY, KinderCITY, Totter’s Otterville, Meraas, IdeaCrate Edutainment, Jam Origin, Little Explorers, and ConveGenius.
Segments Covered By Edutainment Centers, By Game Type, By Age Group, And By Region
Regions Covered North America, Europe, Asia Pacific (APAC), Latin America, Middle East, and Africa (MEA)
Base Year 2020
Historical Year 2016 to 2019
Forecast Year 2021 - 2028
Customization Scope Avail customized purchase options to meet your exact research needs. Request For Customization

Edutainment Market: Regional Landscape

Asia Pacific Edutainment Market To Record Noteworthy Growth Over 2021-2028

The growth of the edutainment market size in the Asia Pacific zone over the assessment period is owing to a surge in the number of smart equipment users in the sub-continent. Apart from this, the presence of key players and establishments in the region will steer regional business growth over the upcoming years. Large-scale allocation of funds by government & private firms on developing new technologies to boost educational activities in the region will create lucrative growth avenues for the edutainment industry in APAC over the years to come. The surge in the use of cloud computing technology in the education industry will prop up a regional market size in the years to come.

Edutainment Market: Competitive Landscape

  • Grey Sim
  • Kidzania
  • Plabo
  • Pororo Parks
  • Legoland Discovery Center
  • UAB Educatus
  • EON Reality Inc.
  • FUTTAIM COMPANY
  • KinderCITY
  • Totter’s Otterville
  • Meraas
  • IdeaCrate Edutainment
  • Jam Origin
  • Little Explorers
  • ConveGenius

The global Edutainment Market is segmented as follows:

By Edutainment Centers  

By Game Type

  • Explorative
  • Non-Interactive
  • Interactive

By Age Group

  • Children
  • Teenagers
  • Adults

By Region

  • North America
    • The U.S.
    • Canada
  • Europe
    • France
    • The UK
    • Spain
    • Germany
    • Italy
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Southeast Asia
    • Rest of Asia Pacific
  • Latin America
    • Brazil
    • Mexico
    • Rest of Latin America
  • Middle East & Africa
    • GCC
    • South Africa
    • Rest of the Middle East & Africa

Table Of Content

Methodology

FrequentlyAsked Questions

A major objective of edutainment sector is to build interest and attract attention of teenagers and small children by engaging them through a PC. Outbreak of COVID-19 pandemic and growing digitization has prompted use of e-learning tools by educational institutes for imparting online education to students at homes. In addition to this, use of bright & colored animations has further helped in simplifying complex ideas for students along with improving their learning experience. Launching of new technologies are playing a pivotal role in education domain along with leveraging edutainment business. All these aforementioned aspects are slated to enlarge scope of edutainment industry over the upcoming years. Additionally, growing improvisation & digitization witnessed in art schools and classrooms and well-developed infrastructure of the entertainment centers can benefit growth of edutainment market. Edutainment activities have proved to be a key platform and major foundation of education industry and has proven to be best alternative tool over conventional classroom training sessions. Apart from this, the key priority of edutainment activities is to make teenagers, millennials, and students aware of their responsibility and accountability without putting pressure on them. Moreover, the edutainment industry is becoming more popular among both Generation-X & grown-ups alike. Moreover, onset of new technologies such as artificial intelligence and IoT is anticipated to bring paradigm shift in edutainment industry over the ensuing years. Apart from this, massive use of augmented reality and virtual reality for enhancing student engagement and improving learning curve of individuals will drive market trends. Facilitation of interactive learning activities will spur business landscape over the span of next couple of years.

According to Zion market research report, the global Edutainment market accrued earnings worth approximately 3.02 (USD Billion) in 2020 and is predicted to gain revenue of about 10.83(USD Billion) by 2028, is set to record a CAGR of nearly 17.2% over the period from 2021 to 2028.

Asia Pacific will contribute lucratively towards the global market size over the estimated timeline. The regional market surge is due to surge in number of smart equipment users in the sub-continent. Apart from this, presence of key players and establishments in the region will steer regional business growth over the upcoming years. Large-scale allocation of funds by government & private firms on developing new technologies to boost educational activities in the region will create lucrative growth avenues for edutainment industry in APAC over the years to come. Surge in use of cloud computing technology in education industry will prop up regional market size in the years to come.

The key market participants include Grey Sim, Kidzania, Plabo, Pororo Parks, Legoland Discovery Center, UAB Educatus, EON Reality Inc., FUTTAIM COMPANY, KinderCITY, Totter’s Otterville, Meraas, IdeaCrate Edutainment, Jam Origin, Little Explorers, and ConveGenius.

 

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