The global Edutainment market is projected to reach US$ 8.1 Bn by 2032, growing at a CAGR of 16.1%
The global edutainment market size by 2028 is projected to reach its peak by recording a value of approximately 15.22 billion with an annual growth rate of 9.3% from 2021 to 2028. The market is expected to witness such an impressive growth due to a combination of factors. The key benefits provided to the learner through edutainment are include more interesting and highly interactive learning sessions, improved attention, increased zeal and enthusiasm to grasp and learns things, which otherwise are difficult to learn. Subjects are made more enjoyable, which tend to have visible impact on student performance. These are the key factors that are attracting more learners to learn through edutainment thereby boosting the global edutainment market growth.
However, increased exposure to computer, gaming, access to misleading information, high costs, have an overall negative impact on learners, thereby constricting onward growth and impede the global edutainment market growth outlook. Nevertheless, government guidelines and protocols are likely to benefit the edutainment space positively impacting the lives of learners and improving student performance. These development milestones are anticipated to remain crucial opportunity for the global edutainment market in the coming times.
Edutainment is a combination term to denote education and entertainment amalgamation to improve understanding of theoretical concepts, encourage easy learning, and address sensitive health and social issues more broadly. Fictional books that are designed with educational themes, video games or quizzes improving cognitive capabilities of learners can also be classed under edutainment. The edutainment market is comprised of established and new market participants.
The global players operating across regions are trying to improve their product offerings and service portfolios to improve global footing in the competitive arena.
Also, the services by new players are provided at low prices disrupting the traditional players who have been providing similar services at higher prices. The latest disruptions in the global edutainment market is to encourage mass adoption at affordable pricing to ensure global access across societies.
The key players in the edutainment in ICT are Edsys Smart Education, Grey Sim Learnings Foundation, Mattel Play Town, EXPLORiT, CurioCity, Merlin, Plabo, K11, Jam Origin, EON Reality, Kidz, Meraas, UAB Educatus, Pororo Park, and KidZania among others. The companies are shaping the edutainment in ICT, tackling problems encountered in teaching social and health lessons, and shaping the business with innovative edutainment approaches.
Edutainment Market Scope
Metrics | Details |
Base Year | 2023 |
Historic Data | 2018-2022 |
Forecast Period | 2024-2032 |
Study Period | 2018-2032 |
Forecast Unit | Value (USD) |
Revenue forecast in 2032 | USD 8.1 Billion |
Growth Rate | CAGR of 16.1 % during 2022-2032 |
Segment Covered | Type, Application, Regions |
Regions Covered | North America, Europe, Asia Pacific, South America, Middle East and Africa |
Key Players Profiled | ICT are Edsys Smart Education, Grey Sim Learnings Foundation, Mattel Play Town, EXPLORiT, CurioCity, Merlin, Plabo, K11, Jam Origin, EON Reality, Kidz, Meraas, UAB Educatus, Pororo Park, and KidZania among others. |
Key Segments of the Global Edutainment Market
Facility Size Overview, (USD Billion)
- Small
- Medium
- Large
Gaming Type Overview, (USD Billion)
- Interactive
- Non-interactive
- Explorative
- Hybrid
Visitor Demographics Overview, (USD Billion)
- Children
- Teenager
- Adult
- Age-old
Revenue Source Overview, (USD Billion)
- Entry fees & ticket
- Food & beverages
- Merchandising
- Advertising
Regional Overview, (USD Billion)
North America
- U.S.
- Canada
Europe
- Germany
- UK
- France
- Rest of Europe
Asia Pacific
- China
- Japan
- India
- Rest of Asia Pacific
South America
- Brazil
- Mexico
- Rest of South America
Middle East and Africa
Reasons for the study
- The purpose of the study is to elucidate and share crucial knowledge and help develop market awareness to ensure appropriate investment decisions in the global edutainment market.
- To present market performance at the global level and exhibit key achievements of the market at a single glance.
- To ensure you receive good quality market information allowing value-based alternatives and incorporate better decisions.
What does the report include?
- Significant events taken place in the market in recent months in the context of technology, policies, and collaborations.
- Crucial financial details about the market such as market size, CAGR, GDP, and all other information based on region, country, applications, type, and end users to better understand market position of each segment and its underlying opportunities.
- Financial information of market covering all the aspect such as market size, GDP, CAGR, annual revenue classified by segments and region for a more granular view of market.
Who should buy this report?
- Potential entities, investors, financiers that want to benchmark against the market and target the commercial markets.
- The report is intended to the technical experts, students, and other interested public seeking valuable information about the market.
Frequently Asked Questions (FAQ) :
Edutainment attracts learner’s attention, improves learner intent to learn new and complex subjects and muster extensive knowledge on diverse subjects in a way that the information is delivered in a usable way to learners. Limitations of learners’ blocks lack of interest and aversion to conventional book-based learning are easily addressed with the help of innovative learning models and interactive presentations to boost subject-based understanding. The flow of information in learning models is lucid and easy to follow with ample scope for hands-on experience to boost cognitive, logical, and problem-solving capabilities.
These are the primary key factors driving the global edutainment market growth. Also, other benefits including the sensitive health related and social issues become easy to address with the help of edutainment. The growing focus of small, medium, and large firms in providing innovative edutainment solutions is accelerating the use of edutainment services.
Also, edutainment when combined with modern technologies like augmented reality and virtual reality is offering better visible results. Additionally, as governments worldwide are investing significantly towards the development of education and knowledge infrastructure, edutainment is being amply backed by government policies besides receiving several private and public funding aids. These developments are also contributing towards a flourishing global edutainment market. The development of innovative edutainment models making the learning education more interesting is anticipated to provide opportunities for the global edutainment market in the near future.
Facility Size Segment
The small sized facility size segment is likely to remain dominant in the global edutainment market in during the forecast span, 2021-2028, mimicking similar growth in the past years. Considering the infancy state of the market, the small sized facility segment is likely to be popular choice.
Gaming Type Segment
The interactive games segment is experiencing tremendous growth in the global edutainment market. The video games designed to educate players, quizzes with goals and rewards, interactive fairy tales, animations and more are providing huge benefits, thus attracting more learners to interactive learning. These are some key reasons driving the growth of interactive gaming segment.
Visitor Demographics Segment
Based on different edutainment approaches the market is classified into different categories of visitor Demographics namely children, teenager, adult, and age-old. The children and teenager segment gathered the maximum share in edutainment in ICT in the previous years and is likely to witness similar momentum also in the coming years as general awareness about the benefits of interactive learning fortifies. Also in the pandemic and post pandemic era, education system is expected to continue deep metamorphosis wherein virtual modes would outshine conventional approaches of learning and teaching systems.
Revenue Source Segment
Based on different edutainment approaches the market is classified into different categories of revenue source namely entry fees & ticket, food & beverages, merchandising, and advertising. The entry fees and ticket segment is experiencing good market growth as more edutainment centers are being opened recording more bookings in the edutainment centers.
The North American region is dominating the global edutainment market. The region is expected to gather maximum revenue in the market. The growth of the market in this region is backed by various factors such as industry trends, presence of premium interactive education providing firms, high disposable incomes, growing awareness. Also, APAC and MEA have is also experiencing good growth due to increasing demand for edutainment for the purpose of increasing mindfulness of students and other learners in various areas.