The Global Edutainment Market was valued at USD 1649.61 Million in the year 2022 and is expected to reach a value of USD 5260.69 Million by the year 2030. The Global Market is anticipated to grow to exhibit a Compound Annual Growth Rate (CAGR) of 15.60% over the forecast period.
The expansion of the Edutainment industry is being fueled by an increasing trend among urban populations to visit Edutainment centers such as theme parks, aquariums, and zoos for enjoyment and learning. As a result, fascinating ways to learn new things and have fun are available at educational facilities. In addition, Edutainment centers are being opened in underdeveloped nations due to scientific proof that play-based learning is superior to academic or organized classroom instruction. Due to successful learning along with children's emotional, cognitive, social, and physical development, most preschools today feature activities specifically designed for outdoor settings. In addition, pre-schoolers now have greater freedom to teach through play thanks to the efforts of leading Edutainment companies to take advantage of developments in computer-augmented learning.
Edutainment Market Size, 2022 To 2030 (USD Million)
The market's overall growth for educational entertainment is being boosted by the incorporation of cutting-edge technologies like IoT, machine learning, AI, and numerous others. Developing core abilities is more rapid in these techniques since the digital medium of the Edutainment sectors is exceptionally engaging. These elements are regarded as the primary growth-stimulating elements for the educational entertainment sector.
Report Coverage & Deliverables
- Competitive benchmarking
- Historical data & forecasts
- Company revenue shares
- Regional opportunities
- Latest trends & dynamics
- Power BI Report (Dashboard)
The Edutainment Market is segmented based on Gaming Type, Facility Size, Revenue Source, Visitor Demographics, and Region. Based on the Gaming Type segment, the market is further divided into Interactive, Non-Interactive, Exploratory, and Hybrid Combinations. Furthermore, based on the segment Facility Size, the market is sub-segmented into 5,001 to 10,000 Sq. Ft., 10,001 to 20,000 Sq. Ft., 20,001 to 40,000 Sq. Ft., and Above 40,000 Sq. Ft. Based on the segment of Revenue Source, the market is sub-segmented into Entry Fees & Tickets, Food & Beverages, Merchandising, Advertising, and Other Sources. Finally, based on the Visitor Demographics segment, the market is sub-segmented into Children (0-12), Teenagers (13-18), Young Adults (19-25), and Adults (25+).
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Based on Gaming Type:
Based on the Gaming Type segment, the Global Edutainment Market is divided into sub-segments Interactive, Non-Interactive, Explorative, and Hybrid Combination. In 2021, the Explorative sub-category had the most significant market share. The market for Interactive entertainment centers has also expanded because of the transition from the traditional teacher-centered educational model to a more engaging, entertaining, and experiential strategy. Children learn best through play, which also aids with memory retention. They grow to have a positive outlook on learning because of this. In addition, young children can manipulate, investigate, and learn new things on their own.
Based on Visitor Demographics:
The market is divided into four sub-segments based on Visitor Demographics: Children (0–12 years), Teenagers (13–18 years), Young Adults (19–25 years), and Adults (25+ years). The Children (0–12 years) sub-segment is predicted to see the quickest market growth throughout the projection period. Educational centers organize children's play activities through engaging classroom lessons. Younger children might benefit from these play activities by learning crucial skills like counting and storytelling. Therefore, Edutainment facilities have become more popular because of these advantages. Moreover, the main drivers of this segment's growth are parents' growing concern for developing their kids' cognitive skills and enthusiasm for learning challenging material.
Asia Pacific is projected to grow at the fastest CAGR during the Forecast Period
The Asia Pacific Edutainment industry is anticipated to present profitable prospects to active market suppliers. As more individuals frequent these facilities with their families, the number of educational entertainment centers in Southeast Asia is growing. Customers may spend valuable time with their family and friends while playing games and learning, thanks to educational facilities. The expansion of robotics applications in Japan's educational entertainment industry is opening prospects for market players to extract value. The study of robotics requires integrating a wide range of technical disciplines, including physics, math, design, and invention. It also incorporates the study of electronics, computer science, psychology, and computer programming. As a result, significant investments are being made in the Edutainment sector by established businesses in Asia and the Pacific.
The key 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 S.A.L. and others.
Segmentation of the Global Edutainment Market:
- Gaming Type (Interactive, Non-Interactive, Explorative, Hybrid Combinations)
- Facility Size (5,001 to 10,000 Sq. Ft., 10,001 to 20,000 Sq. Ft., 20,001 to 40,000 Sq. Ft., Above 40,000 Sq. Ft.)
- Revenue Source (Entry Fees & Tickets, Food & Beverages, Merchandising, Advertising, Other Sources)
- Visitor Demographics (Children (0-12), Teenager (13-18), Young Adult (19-25), Adult (25+))
- Region (North America, Europe, Asia Pacific, Latin America, Middle East & Africa)
|Regions & Countries Covered
- North America - (U.S., Canada, Mexico)
- Europe - (U.K., France, Germany, Italy, Spain, Rest Of Europe)
- Asia Pacific - (China, Japan, India, South Korea, South East Asia, Rest Of Asia Pacific)
- Latin America - (Brazil, Argentina, Rest Of Latin America)
- Middle East & Africa - (GCC Countries, South Africa, Rest Of Middle East & Africa)
- Legoland Discovery Center
- Pororo Park
- Totter’s Otterville
- Mattel Play Town
- Little Explorers
- Kidz Holding S.A.L.
||Market growth drivers, restraints, opportunities, Porter’s five forces analysis, PEST
analysis, value chain analysis, regulatory landscape, technology landscape, patent analysis, market
attractiveness analysis by segments and North America, company market share analysis, and COVID-19
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