Edutainment Market Overview:

The edutainment market analysis is projected to grow from USD 5.76 Billion in 2022 to USD 17.69 Billion by 2030, exhibiting a compound annual growth rate (CAGR) of 17.66% during the forecast period (2022 - 2030). The Edutainment Market is growing as the number of malls and shopping centres, as well as food and entertainment facilities, increases in both developed and emerging nations.

The term "Edutainment" was coined by combining the terms "education" and "fun." Aquariums, botanical gardens, zoos, science, and children's museums are examples of edutainment centres that are attended by children or their parents through field trips, and these venues combine educational elements with enjoyment or entertainment. As a result, edutainment centres are places where people may study while having fun.

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Key players:

Key Companies in the Edutainment market include,

  • Brightcove Inc.
  • Tata Sons Private Limited
  • KNeoMedia Limited
  • KidZania Operations S.A.R.L.
  • Kramer Electronics and LEGOLAND Discovery Center
  • Kaltura Inc.
  • Kidz Holding S.A.L.
  • A.E.L. Data Services L.L.P.
  • Meraasm
  • Reliance Jio Infocomm Limited
  • d'Vinci Interactive Inc.
  • zSpace Inc
  • Time4Learning

Also, because we are living in the digital era, it is clear that education is increasingly being combined with entertainment models to keep millennials involved in the quality of education required to meet fresh problems on both a professional and personal level. Data is the currency, as well as technology is the means for extracting that huge quantity of money. Edutainment is a combination of education and pleasure that is highly received by people under the age of 25, who are more likely to utilize smart gadgets.

Market Segmentation:

The global Edutainment market has been segmented into product type, application, and end user.

Based on visitor demographics, the market has been segmented into Children (0-12 years), Teenagers (13-18 years), Young adults (19-25 years), Adult (25+ years). The children's segment is expected to grow in the edutainment market due to the popularity of digital media and the rise in the number of working parents. The popularity of digital media has led to a rise in the number of edutainment products and services being offered online. This has created a need for educational content that can be accessed by children via the internet.

Based on gaming type, the market has been segmented into Interactive, Non-interactive, Explorative, and Hybrid Combinations. The interactive segment is expected to grow in the edutainment market due to the high demand for educational content that is entertaining and engaging. Additionally, the growing popularity of tablets and other mobile devices has made it easier for children to access these products.

Based on revenue source, the market has been segmented into Entry fees & tickets, Food & Beverages, Merchandising, Advertising, and Others. The Advertising segment is expected to grow in the edutainment market due to the continued popularity of online advertising. This growth is being driven by the continued shift of advertising budgets to online channels, as well as the continued growth of the online population.

Regional Classification:

Because of the existence of various telecommunication firms, the Asia-Pacific region is predicted to have greater market growth during the forecast period; also, economical and powerful internet access offers the foundation for Edutainment market development during the forecast time frame. An expanding number of applications in smart devices and gaming devices, as well as an increasing customer base for smartphones as well as smartphone-enabled online gaming platforms, are boosting the overall expansion of the Edutainment sector.

On the other hand, China is regarded as a key manufacturing base for online edutainment gear, resulting in an increase in the use of online gaming technology throughout the area. Furthermore, the Edutainment market has grown in recent years as educational institutions have become more aware of the potential advantages of the Edutainment sector.

Industry News:

This market's expansion is fueled by several factors.

  • Ease of games development
  • Global edutainment adoption
  • Excellent platform for particular subjects like languages and history
  • Greater investments by huge gaming and educational enterprises
  • Improvement of children's social skills

The market's overall growth is being boosted by the integration of sophisticated technologies such as IoT, AI, machine learning, and other major technologies. The advancement of important skills is greater in these ways since the digital medium of the Edutainment sector is extremely engaging. Such reasons are regarded as the Edutainment industry's primary growth stimulants.

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The adoption of edutainment platforms for diverse disciplines increased investment by large educational as well as gaming enterprises, and acceptance of new technologies such as 3D animation, virtual reality, and the beautiful digital surface will all contribute to the edutainment industry's continued expansion. The edutainment business now accounts for roughly 65 per cent of educational technology sales.

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