analytics_image
Global Edutainment 363530 Market Analysis | Industry Forecast (2025-2035)
Vantage Market Research

Blogs-Edutainment Market - Increase in Improvisation and Digitization in Art Schools and Classrooms is Expected to Lead the Market Growth – Growing at a Compound Annual Growth Rate (CAGR) 15.8% from 2022 to 2028

Vantage Market Research | 21 Jul 2022

Technology & Media

Edutainment Market - Increase in Improvisation and Digitization in Art Schools and Classrooms is Expected to Lead the Market Growth – Growing at a Compound Annual Growth Rate (CAGR) 15.8% from 2022 to 2028

image

As stated in our extensive report, the Global Edutainment Market accounted for USD 1,427.1 Million in the year 2021. 

The term "Edutainment" consists of the words - "entertainment" and "34; The Edutainment center is a place for children and their parents to visit during field trips, such as zoos, aquariums, science, botanical gardens, and children's museums. These places have educational functions in addition to entertainment and entertainment. Therefore, the Edutainment center is a well-eished center for learning through 160; 

Edutainment has become a buzzword in education, combining entertainment and educational activities. Effective use of video games, video shows, social media, and the Internet can help simplify and explain complex concepts in education. That said, Edutainment aims to be educational and entertaining, allowing the idea to be understood more clearly and easily. In addition, education is used by different academic institutions and governments in different countries to convey information in the classroom via the Internet, television, social networks, and other means of communication, thereby giving end-user views and opinions and affecting their perceptions and disseminating behavior change.

The main goal of the Edutainment sector is to gather teens and toddlers through the PC to catch their attention. With the COVID 19 pandemic outbreak and the advancement of digitalization, educational institutions have adopted e-learning tools to provide online education to their students at home. In addition, using bright and colourful animations helped simplify students' complex ideas and improve their learning experience. The introduction of new technologies and the utilization of the Edutainment business play an essential role in 10;All the above aspects are set to expand the reach of the Edutainment industry in the coming years.

In addition, the increase in improvisation and digitization in art schools and classrooms, and the well-developed infrastructure of entertainment centers, could help the Edutainment market grow. Edutainment activities have proven to be a virtual platform and foundation for the education industry and are the best alternative to traditional classroom training. That said, the goal of Edutainment activities is to educate teens, millennials, and college students about their responsibilities and accountability without putting pressure on them. In addition, the Edutainment industry is becoming increasingly popular among Generation X and adults.

North America dominates the Edutainment Market expansion in 2021. The number of Edutainment centers in Southeast Asia is increasing as more and more people visit these centers with their families. The presence of an Edutainment center allows customers to spend a fulfilling time with family and friends while playing games and gaining 160;Edutainment Market is expected to offer favorable opportunities for the market players. The expanding application of robotics in Japan's Edutainment sector creates value-added opportunities for market participants. Robotics integrates many engineering subjects such as mathematics and physics, design and innovation, electronics, computer science and programming, and 10;Therefore, well-eished players in this region are expected to bolster the Edutainment Market growth during the projected period.

Notable and prominent players in the Global Edutainment Market include- Kidzania, Legoland Discovery Center, Kindercity, Plabo, Pororo Park, Curiocity, Totter’s Otterville, Mattel Play Town, Little Explorers, Kidz Holding . and others.       

Technology & Media

Edutainment Market - Increase in Improvisation and Digitization in Art Schools and Classrooms is Expected to Lead the Market Growth – Growing at a Compound Annual Growth Rate (CAGR) 15.8% from 2022 to 2028

21 Jul 2022

Min Read

Historical Data | Base Year 

.
star icon

Access Full Report

Cosmetic Ingredients Market - Global Industry Assessment (2022 - 2028)

This report by Vantage Market Research delivers comprehensive analysis of Somatostatin Analogs Market , focusing on Market Size, Share & Trends Analysis Report by Type (Octreotide, Lanreotide, Pasireotide) by Application (Acromegaly, Neuroendocrine Tumors (NETs), Others) by Region (North America, Europe, Asia Pacific, Latin America, Middle East & Africa)

Request Sample

Related Reports

View all reports

Latest Blogs

vantage logo

Vantage Market Research & Consultancy Services is all about providing accurate and reliable market intelligence to its clients for the seamless execution of their business growth strategies.

© 2025 Vantage Market Research. All right reserved
Secured Bysecured by