Edutainment Market Size, Share, Analysis, Trends, Growth, 2032

Edutainment Market

Edutainment Market - By Edutainment Centers (Educational Parks and Indoor Play & Entertainment Centers), By Game Type (Hybrid, Explorative, Non-Interactive, and Interactive), By Age Group (Children, Teenagers, and Adults), And By Region- Global Industry Perspective, Comprehensive Analysis, and Forecast, 2024 - 2032-

Category: Technology & Media Report Format : PDF Pages: 130 Report Code: ZMR-5549 Published Date: Nov-2024 Status : Published
Market Size in 2023 Market Forecast in 2032 CAGR (in %) Base Year
USD 2.28 Billion USD 9.38 Billion 17% 2023

Table Of Content

  • Chapter 1. Preface
    • 1.1. Report Description and Scope
    • 1.2. Research Scope
    • 1.3. Research Methodology
      • 1.3.1. Market Research Type
      • 1.3.2. Market Research Methodology
  • Chapter 2. Executive Summary
    • 2.1. Edutainment Market, 2018–2028(USD Billion)
    • 2.2. Edutainment Market: Snapshot
  • Chapter 3. Global Edutainment Market– Edutainment Centers Analysis
    • 3.1. Edutainment Market: Market Dynamics
    • 3.2. Market Drivers
      • 3.2.1. Improvisation & digitization witnessed in art schouls and classrooms and well-developed infrastructure of the entertainment centers can prop edutainment market size over 2021-2028.
      • 3.2.2. Massive use of augmented reality and virtual reality for raising student engagement and enhancing learning curve of individuals will drive business trends.
    • 3.3. Porter’s Five Forces Analysis
    • 3.4. Market Attractiveness Analysis
      • 3.4.1. Market attractiveness analysis By Edutainment Centers
      • 3.4.2. Market attractiveness analysis By Game Type
      • 3.4.3. Market attractiveness analysis By Age Group
  • Chapter 4. Global Edutainment Market– Competitive Landscape
    • 4.1. Company market share analysis
      • 4.1.1. Global Edutainment Market: company market share, 2019
    • 4.2. Strategic development
      • 4.2.1. Acquisitions & mergers
      • 4.2.2. New Technology launches
      • 4.2.3. Agreements, partnerships, cullaborations, and joint ventures
      • 4.2.4. Research and development and Regional expansion
    • 4.3. Price trend analysis
  • Chapter 5. Global Edutainment Market– Edutainment Centers Analysis
    • 5.1. Global Edutainment Market overview: By Edutainment Centers
      • 5.1.1. Global Edutainment Market share, By Edutainment Centers , 2020 and 2028
    • 5.2. Educational Parks
      • 5.2.1. Global Edutainment Market by Educational Parks , 2018–2028(USD Billion)
    • 5.3. Indoor Play & Entertainment Centers
      • 5.3.1. Global Edutainment Market by Indoor Play & Entertainment Centers, 2018–2028(USD Billion)
  • Chapter 6. Global Edutainment Market– Game Type Analysis
    • 6.1. Global Edutainment Market overview: By Game Type
      • 6.1.1. Global Edutainment Market share, By Game Type, 2020 and 2028
    • 6.2. Explorative
      • 6.2.1. Global Edutainment Market by Explorative, 2018–2028(USD Billion)
    • 6.3. Non-Interactive
      • 6.3.1. Global Edutainment Market by Non-Interactive, 2018–2028(USD Billion)
    • 6.4. Interactive
      • 6.4.1. Global Edutainment Market by Interactive, 2018–2028(USD Billion)
  • Chapter 7. Global Edutainment Market– Age Group Analysis
    • 7.1. Global Edutainment Market overview: By Age Group
      • 7.1.1. Global Edutainment Market share, By Age Group, 2020 and 2028
    • 7.2. Adults
      • 7.2.1. Global Edutainment Market by Adults, 2018–2028(USD Billion)
    • 7.3. Children
      • 7.3.1. Global Edutainment Market by Children, 2018–2028(USD Billion)
    • 7.4. Teenagers
      • 7.4.1. Global Edutainment Market by Teenagers, 2018–2028(USD Billion)
  • Chapter 8. Company Profiles
    • 8.1. Grey Sim
      • 8.1.1. Overview
      • 8.1.2. Financials
      • 8.1.3. Technology Portfolio
      • 8.1.4. Business Strategy
      • 8.1.5. Recent Developments
    • 8.2. Kidzania
      • 8.2.1. Overview
      • 8.2.2. Financials
      • 8.2.3. Technology Portfolio
      • 8.2.4. Business Strategy
      • 8.2.5. Recent Developments
    • 8.3. Plabo
      • 8.3.1. Overview
      • 8.3.2. Financials
      • 8.3.3. Technology Portfolio
      • 8.3.4. Business Strategy
      • 8.3.5. Recent Development
    • 8.4. Pororo Parks
      • 8.4.1. Overview
      • 8.4.2. Financials
      • 8.4.3. Technology Portfolio
      • 8.4.4. Business Strategy
      • 8.4.5. Recent Development
    • 8.5. Leguland Discovery Center
      • 8.5.1. Overview
      • 8.5.2. Financials
      • 8.5.3. Technology Portfolio
      • 8.5.4. Business Strategy
      • 8.5.5. Recent Development
    • 8.6. UAB Educatus
      • 8.6.1. Overview
      • 8.6.2. Financials
      • 8.6.3. Technology Portfolio
      • 8.6.4. Business Strategy
      • 8.6.5. Recent Development
    • 8.7. EON Reality Inc.
      • 8.7.1. Overview
      • 8.7.2. Financials
      • 8.7.3. Technology Portfolio
      • 8.7.4. Business Strategy
      • 8.7.5. Recent Development
    • 8.8. FUTTAIM COMPANY
      • 8.8.1. Overview
      • 8.8.2. Financials
      • 8.8.3. Technology Portfolio
      • 8.8.4. Business Strategy
      • 8.8.5. Recent Development
    • 8.9. KinderCITY
      • 8.9.1. Overview
      • 8.9.2. Financials
      • 8.9.3. Technology Portfolio
      • 8.9.4. Business Strategy
      • 8.9.5. Recent Development
    • 8.10. Totter’s Otterville
      • 8.10.1. Overview
      • 8.10.2. Financials
      • 8.10.3. Technology Portfolio
      • 8.10.4. Business Strategy
      • 8.10.5. Recent Development
    • 8.11. ConveGenius
      • 8.11.1. Overview
      • 8.11.2. Financials
      • 8.11.3. Technology Portfolio
      • 8.11.4. Business Strategy
      • 8.11.5. Recent Development
    • 8.12. Little Explorers
      • 8.12.1. Overview
      • 8.12.2. Financials
      • 8.12.3. Technology Portfolio
      • 8.12.4. Business Strategy
      • 8.12.5. Recent Development
    • 8.13. Jam Origin
      • 8.13.1. Overview
      • 8.13.2. Financials
      • 8.13.3. Technology Portfolio
      • 8.13.4. Business Strategy
      • 8.13.5. Recent Development
    • 8.14. IdeaCrate Edutainment
      • 8.14.1. Overview
      • 8.14.2. Financials
      • 8.14.3. Technology Portfolio
      • 8.14.4. Business Strategy
      • 8.14.5. Recent Development
    • 8.15. Meraas
      • 8.15.1. Overview
      • 8.15.2. Financials
      • 8.15.3. Technology Portfolio
      • 8.15.4. Business Strategy
      • 8.15.5. Recent Development

Table Of Figures

List of Figures

1. Market research Type
2. Market research methodology
3. Global Edutainment Market, 2018–2028(USD Billion)
4. Porter’s Five Forces Analysis
5. Global Edutainment Marketattractiveness, By Edutainment Centers 
6. Global Edutainment Marketattractiveness, By Game Type
7. Global Edutainment Marketattractiveness, By Age Group
8. Global Edutainment Marketshare by Edutainment Centers  ,2020 and 2028 (USD Billion)
9. Global Edutainment Marketby Educational Parks , 2018–2028(USD Billion)
10. Global Edutainment Marketby Indoor Play & Entertainment Centers, 2018–2028(USD Billion)
11. Global Edutainment Marketshare by Game Type ,2020 and 2028 (USD Billion)
12. Global Edutainment Marketby Explorative, 2018–2028(USD Billion)
13. Global Edutainment Marketby Non-Interactive, 2018–2028(USD Billion)
14. Global Edutainment Marketby Interactive, 2018–2028(USD Billion)
15. Global Edutainment Marketshare by Age Group ,2020 and 2028 (USD Billion)
16. Global Edutainment Marketby Adults, 2018–2028(USD Billion)
17. Global Edutainment Marketby Teenagers, 2018–2028(USD Billion)
18. Global Edutainment Marketby Children, 2018–2028(USD Billion)
19. Global Edutainment Marketshare, by Region, 2020 and 2028
20. North America Edutainment Market, 2018–2028(USD Billion)
21. Europe Edutainment Market, 2018–2028(USD Billion)
22. Asia Pacific Edutainment Market, 2018–2028(USD Billion)
23. Latin America Edutainment Market, 2018–2028(USD Billion)
24. The Middle East and Africa Edutainment Market, 2018–2028(USD Billion)


Table Of Tables

List of Tables

1. Global Edutainment Market: snapshot
2. Drivers of the Edutainment Market: impact analysis
3. North America Edutainment Market revenue, By Edutainment Centers   ,2018–2028(USD Billion)
4. North America Edutainment Market revenue, By Game Type  ,2018–2028(USD Billion)
5. North America Edutainment Market revenue, By Age Group  ,2018–2028(USD Billion)
6. The U.S. Edutainment Market revenue, By Edutainment Centers   ,2018–2028(USD Billion)
7. The U.S. Edutainment Market revenue, By Game Type  ,2018–2028(USD Billion)
8. The U.S. Edutainment Market revenue, By Age Group  ,2018–2028(USD Billion)
9. Rest of North America Edutainment Market revenue, By Edutainment Centers   ,2018–2028(USD Billion)
10. Rest of North America Edutainment Market revenue, By Game Type  ,2018–2028(USD Billion)
11. Rest of North America Edutainment Market revenue, By Age Group  ,2018–2028(USD Billion)
12. Europe Edutainment Market revenue, By Edutainment Centers   ,2018–2028(USD Billion)
13. Europe Edutainment Market revenue, By Game Type  ,2018–2028(USD Billion)
14. Europe Edutainment Market revenue, By Age Group  ,2018–2028(USD Billion)
15. UK Edutainment Market revenue, By Edutainment Centers   ,2018–2028(USD Billion)
16. UK Edutainment Market revenue, By Game Type  ,2018–2028(USD Billion)
17. UK Edutainment Market revenue, By Age Group  ,2018–2028(USD Billion)
18. France Edutainment Market revenue, By Edutainment Centers   ,2018–2028(USD Billion)
19. France Edutainment Market revenue, By Game Type  ,2018–2028(USD Billion)
20. France Edutainment Market revenue, By Age Group  ,2018–2028(USD Billion)
21. Germany Edutainment Market revenue, By Edutainment Centers   ,2018–2028(USD Billion)
22. Germany Edutainment Market revenue, By Game Type  ,2018–2028(USD Billion)
23. Germany Edutainment Market revenue, By Age Group  ,2018–2028(USD Billion)
24. Rest of Europe Edutainment Market revenue, By Edutainment Centers   ,2018–2028(USD Billion)
25. Rest of Europe Edutainment Market revenue, By Game Type  ,2018–2028(USD Billion)
26. Rest of Europe Edutainment Market revenue, By Age Group  ,2018–2028(USD Billion)
27. Asia Pacific Edutainment Market revenue, By Edutainment Centers   ,2018–2028(USD Billion)
28. Asia Pacific Edutainment Market revenue, By Game Type  ,2018–2028(USD Billion)
29. Asia Pacific Edutainment Market revenue, By Age Group  ,2018–2028(USD Billion)
30. China Edutainment Market revenue, By Edutainment Centers   ,2018–2028(USD Billion)
31. China Edutainment Market revenue, By Game Type  ,2018–2028(USD Billion)
32. China Edutainment Market revenue, By Age Group  ,2018–2028(USD Billion)
33. Japan Edutainment Market revenue, By Edutainment Centers   ,2018–2028(USD Billion)
34. Japan Edutainment Market revenue, By Game Type  ,2018–2028(USD Billion)
35. Japan Edutainment Market revenue, By Age Group  ,2018–2028(USD Billion)
36. India Edutainment Market revenue, By Edutainment Centers   ,2018–2028(USD Billion)
37. India Edutainment Market revenue, By Game Type  ,2018–2028(USD Billion)
38. India Edutainment Market revenue, By Age Group  ,2018–2028(USD Billion)
39. Rest of Asia Pacific Edutainment Market revenue, By Edutainment Centers   ,2018–2028(USD Billion)
40. Rest of Asia Pacific Edutainment Market revenue, By Game Type  ,2018–2028(USD Billion)
41. Rest of Asia Pacific Edutainment Market revenue, By Age Group  ,2018–2028(USD Billion)
42. Latin America Edutainment Market revenue, By Edutainment Centers   ,2018–2028(USD Billion)
43. Latin America Edutainment Market revenue, By Game Type  ,2018–2028(USD Billion)
44. Latin America Edutainment Market revenue, By Age Group  ,2018–2028(USD Billion)
45. Brazil Edutainment Market revenue, By Edutainment Centers   ,2018–2028(USD Billion)
46. Brazil Edutainment Market revenue, By Game Type  ,2018–2028(USD Billion)
47. Brazil Edutainment Market revenue, By Age Group  ,2018–2028(USD Billion)
48. Rest of Latin America Edutainment Market revenue, By Edutainment Centers   ,2018–2028(USD Billion)
49. Rest of Latin America Edutainment Market revenue, By Game Type  ,2018–2028(USD Billion)
50. Rest of Latin America Edutainment Market revenue, By Age Group  ,2018–2028(USD Billion)
51. The Middle East and Africa Edutainment Market revenue, By Edutainment Centers   ,2018–2028(USD Billion)
52. The Middle East and Africa Edutainment Market revenue, By Game Type  ,2018–2028(USD Billion)
53. The Middle East and Africa Edutainment Market revenue, By Age Group  ,2018–2028(USD Billion)
54. Saudi Arabia Edutainment Market revenue, By Edutainment Centers   ,2018–2028(USD Billion)
55. Saudi Arabia Edutainment Market revenue, By Game Type  ,2018–2028(USD Billion)
56. Saudi Arabia Edutainment Market revenue, By Age Group  ,2018–2028(USD Billion)
57. South Africa Edutainment Market revenue, By Edutainment Centers   ,2018–2028(USD Billion)
58. South Africa Edutainment Market revenue, By Game Type  ,2018–2028(USD Billion)
59. South Africa Edutainment Market revenue, By Age Group  ,2018–2028(USD Billion)
60. Rest of the Middle East & Africa Edutainment Market revenue, By Edutainment Centers   ,2018–2028(USD Billion)
61. Rest of the Middle East & Africa Edutainment Market revenue, By Game Type  ,2018–2028(USD Billion)
62. Rest of the Middle East & Africa Edutainment Market revenue, By Age Group  ,2018–2028(USD Billion)


 
 

Methodology

FrequentlyAsked Questions

A major objective of edutainment sector is to build interest and attract attention of teenagers and small children by engaging them through a PC. Outbreak of COVID-19 pandemic and growing digitization has prompted use of e-learning tools by educational institutes for imparting online education to students at homes. In addition to this, use of bright & colored animations has further helped in simplifying complex ideas for students along with improving their learning experience. Launching of new technologies are playing a pivotal role in education domain along with leveraging edutainment business.

According to Zion market research report, the global Edutainment Market, estimating its value at USD 2.28 Billion in 2023, with projections indicating that it will reach USD 9.38 Billion by 2032. The market is expected to expand at a compound annual growth rate (CAGR) of 17% over the forecast period 2024-2032.

Asia Pacific will contribute lucratively towards the global market size over the estimated timeline. The regional market surge is due to surge in number of smart equipment users in the sub-continent. Apart from this, presence of key players and establishments in the region will steer regional business growth over the upcoming years. Large-scale allocation of funds by government & private firms on developing new technologies to boost educational activities in the region will create lucrative growth avenues for edutainment industry in APAC over the years to come. Surge in use of cloud computing technology in education industry will prop up regional market size in the years to come.

The key market participants include Grey Sim, Kidzania, Plabo, Pororo Parks, Legoland Discovery Center, UAB Educatus, EON Reality Inc., FUTTAIM COMPANY, KinderCITY, Totter’s Otterville, Meraas, IdeaCrate Edutainment, Jam Origin, Little Explorers, and ConveGenius.

 

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