The development of innovative edutainment models making the learning more interesting is anticipated to provide opportunities for the global edutainment market.
Edutainment is a concept that clubs the robust features and functionalities of entertainment and education to ensure a systematic entertainment-based learning that aims to make the learning more interesting to the students. Edutainment attracts learner’s attention, increases excitement and enthusiasm to grasp and learns things that are otherwise hard to learn, making the subjects more enjoyable, improves students’ performance.
These are some key benefits of fun-based learning schemes boosting the global edutainment market. As a result, 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. Edutainment is an interactive solution which is widely used for regular education needs, also serving appropriately to address concerns and social issues such as cancer, HIV/AIDS, teen pregnancy, drug abuse, vaccination and the like.
For example, fictional books that are designed with educational themes. Also, the movies or TV shows that have entertaining characters attracting students or viewer’s attention to teach valuable things or present and address some health or social issues can also be classed under the edutainment. Looking at the current trends like increasing edutainment centers due to growing demand and current state of progress globally determines that the global edutainment market is attractive and progressive.
The key influencing factors such as better understanding, learner’s get good time creating and experiencing, easy understanding of difficult methods, and improved learner’s attention are driving the growth of the global edutainment market. Also, high return on investment to the learners as well and providers is boosting the global edutainment market. Also, edutainment when coupled with new technologies like AR and VR is offering good returns.
However, misleading and misguiding information, risk to traditional teaching methods, and negative impact of computers on learners are likely to impede the market growth. Furthermore, stringent government guidelines, dissemination of useful information, cognitive benefits such as increased concentration and easy understanding of hard concepts in easy way is boosting the global edutainment market.
Adroit Market Research report on the global edutainment market presents global outlook of the market highlighting the key factors causing market fluctuations such as drivers, threats, challenges, and underlying opportunities. Moreover, the report has pointed out various issues facing the market. The report covers the market 2018-2028 with base year 2020, and forecast years 2021-208. Porters Five Forces analysis and SWOT analysis are the important assessment models used for studying the aforementioned forces. The report covers all the areas and aspects of the market that are necessary for the market players to understand and further develop new strategies 2021-2028. Information on potential markets, detailed information of key players, opinion, in-depth research, including insights and data analytics is offered through the research report.
Based on different edutainment approaches the market is classified into different categories of facility size namely small, medium, and large. The small sized facility size segment has gathered a maximum share in the market and is expected to see a considerable market growth in forthcoming years.
Based on different edutainment approaches the market is classified into different categories of gaming type namely interactive, non-interactive, explorative, and hybrid. The interactive games segment is dominating the global edutainment market and may capture good revenue in the forecast years 2021-2028.
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 have recorded maximum share in the global edutainment market. The key reasons of growth of this segment are increasing parents’ awareness for improving children’s cognitive capability and increase their interest in learning difficult subjects.
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 witnessing tremendous growth due to increasing bookings.
Databased assessment suggests the dominance of North America in striking highest revenue profits. 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.
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.
Key Segments of the Global Edutainment Market
Facility Size Overview, 2018-2028 (USD Billion)
- Small
- Medium
- Large
Gaming Type Overview, 2018-2028 (USD Billion)
- Interactive
- Non-interactive
- Explorative
- Hybrid
Visitor Demographics Overview, 2018-2028 (USD Billion)
- Children
- Teenager
- Adult
- Age-old
Revenue Source Overview, 2018-2028 (USD Billion)
- Entry fees & ticket
- Food & beverages
- Merchandising
- Advertising
Regional Overview, 2018-2028 (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
Small, children, game-based