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Edutainment Market Size, Share, and Industry Analysis, By Type (Interactive and Non-Interactive), By End User (Children and Adults), and Regional Forecast, 2024-2032

Region :Global | Report ID: FBI110587 | Status : Ongoing

 

KEY MARKET INSIGHTS

Edutainment is an approach involving entertainment methods, such as television programs, media, movies, and computer games that are educational and knowledgeable. It is designed to make learning enjoyable and engaging for the users. The increasing technological advancements and digitally savvy consumers across countries worldwide will trigger global edutainment market growth.


Conventional educational methods typically do not interest young generations, such as Gen Z and Millennials; thus, the demand for creative methods, including visuals and narrations, to assist them in understanding complex terms and concepts has increased in recent years. Moreover, learning through edutainment enhances concentration and motivation. In this respect, rising interest in innovative educational solutions beyond traditional classroom settings boosts demand for edutainment throughout classrooms and homes worldwide. Furthermore, the presence of well-established edutainment centers providing various activities across countries such as the U.S., China, and the UAE drives market expansion.

Edutainment through digital platforms provides an instant learning experience that is not restricted to classrooms, as the device can be carried anywhere. In addition, growing consumer disposable income has increased investment in entertainment and education across countries. These factors are further expected to contribute to the market expansion in the foreseeable future. However, the temporary shutdown of edutainment centers, theme parks, and museums providing edutainment globally due to the COVID-19 outbreak hampered market growth, notably in 2020. Nevertheless, since numerous individuals were confined at home due to lockdowns, the use of online entertainment and educational platforms increased, which gradually assisted in the market growth in 2021.  

Segmentation
















By Type


By End-User


By Geography



  • Interactive

  • Non-Interactive




  • Children

  • Adults




  • North America (U.S., Canada, and Mexico)

  • Europe (Germany, France, Spain, Italy, U.K., Russia, and Rest of Europe)

  • Asia Pacific (India, China, Japan, Australia, and Rest of Asia Pacific)

  • Middle East & Africa (UAE., South Africa, and Rest of Middle East & Africa)

  • South America (Brazil, Argentina, and Rest of South America)



Key Insights


The report covers the following key insights:


  • Overview of the overall entertainment service industry

  • Supply Chain Analysis

  • Industry SWOT Analysis

  • Porter's Five Forces Analysis

  • Recent Technological Advancements


Analysis by Type


Based on type, the global edutainment market is segmented into interactive and non-interactive. The interactive segment held the major market share in 2023 as it engages the user and enhances their experience. Moreover, integrative edutainment services, including social media, video games, applications, and virtual reality, are powerful learning tools, allowing users to become more active and control what they're learning, which increases consumer interest in them.

Analysis by End-User


The global market is bifurcated into children and adults based on end user. The children segment led the market and benefitted from children's high interest in learning and studying through entertainment and play. In addition, parents also emphasize spending on educational services that increase their children's knowledge and enhance their social and cognitive skills. Furthermore, adults' interest in edutainment is also increasing as it is easily accessible and provides an independent learning experience, which will drive adult segment growth in the near term.   

Regional Analysis


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The global market is geographically segmented into North America, Europe, Asia Pacific, South America, and Middle East & Africa. North America is expected to dominate the global edutainment market throughout the forecast timeframe, favored by the rising adoption of advanced digital technologies for entertainment and education purposes across countries such as the U.S. and Canada. As a result, numerous prominent companies prioritize expanding into the market, supporting regional expansion. For instance, in May 2019, KidZania, a Mexico-based children's edutainment center company, announced plans to open new centers across U.S. cities, including Frisco, Chicago, New York, and Los Angeles.

Asia Pacific is one of the prominent edutainment markets driven by growing awareness regarding education and innovative methods of providing knowledge. As a result, several new edutainment centers are being developed throughout the region, accelerating market growth. For instance, in April 2024, Galaxy Macau, a Macau-based resort, introduced its edutainment center Galaxy Kidz, located within the resort, providing various activities and facilities involving science and nature for children.

Key Players Covered


The report includes the profiles of key players, such as Kidzania, Kidz Holding S.A.L, Plabo, KinderCity, Mattel Play Town, Pororo Park, Little Explorers, Midwam Edutainment LLC, Jam Origin, Edsys, Curiocity, and Idea Crate Edutainment Company.

Key Industry Developments



  • May 2024: ROYBI INC., the U.S.-based innovative EdTech company, unveiled its edutainment application, RoybiVerse, on LG Electronics Smart Televisions. The application is designed to personalize the user's learning experience and offers various types of engaging games and interactive stories.

  • January 2022: Timezone, a Singapore-based entertainment company, launched Play 'N' Learn, its new edutainment center at Phoenix Marketcity, Bengaluru, India. Experts designed the center to provide children with a multidimensional learning experience and enhance their fundamental motor skills.





  • Ongoing
  • 2023
  • 2019-2022
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