Global Edutainment Market Size study & Forecast, by Service Type (Non-Interactive Spectator Service, Interactive Participatory Service), by Revenue Source (Advertising, Ticket Fees, Partnership), By End User (Individuals, Schools, Universities) and Regional Analysis, 2023-2030
Global Edutainment Market is valued at approximately USD 5.76 billion in 2022 and is anticipated to grow with a healthy growth rate of more than 17.66 % over the forecast period 2023-2030. Edutainment centers combine education and entertainment, offering educational features in places such as zoos, aquariums, science centers, botanical gardens, and children's museums. These centers provide learning through entertainment, making them popular destinations for children and parents. The Edutainment market is expanding because of factors such as rising number of digital learning platforms and rising demand of Augmented Reality (AR) and Virtual Reality (VR) technologies. Moreover, the increasing utilization of Augmented Reality (AR) and Virtual Reality (VR) technologies is significantly impacting the Edutainment market, revolutionizing the way educational experiences are delivered and enhancing learner engagement.
According to Statista in 2023, approximately 98 million individuals are expected to utilize VR hardware, while around 23 million explore more advanced AR technology. By 2027, both AR and VR are anticipated to exceed 100 million users globally. The growth of digital learning is reshaping the Edutainment market, fostering a shift towards interactive and engaging educational experiences through accessible digital platforms. According to Statista in 2022, the global e-learning market is projected to surpass USD 243 billion and is forecast to reach nearly USD 400 billion by 2026. In addition, rising technological advancements in the education sector and surge in demand of online courses would create a lucrative growth opportunity. However, limited reach and low quality content stifles market growth throughout the forecast period of 2023-2030.
The key regions considered for the Global Edutainment Market study includes Asia Pacific, North America, Europe, Latin America, and Middle East & Africa. North America dominates the market during the forecast period owing to the presence of numerous organizations, substantial investment in edutainment centers within the region. Asia Pacific is the fastest growing region during the forecast period, owing to factors such as a rise in cloud computing technology and an increasing number of connected and intelligent devices. Additionally, the presence of numerous edutainment organizations in the region.
Major market player included in this report are:Brightcove Inc.
Tata Sons Private Limited
KNeoMedia Limited
KidZania Operations S.A.R.L.
Merlin Entertainments
Kaltura Inc.
Kidz Holding S.A.L.
A.E.L. Data Services L.L.P.
Reliance Jio Infocomm Limited
zSpace Inc
Recent Developments in the Market: In April 2021, Byju's successfully acquired Aakash Educational Services for a substantial amount of USD 1 billion. This strategic partnership unites two renowned educational brands in India, leveraging Aakash's expertise in exam preparation and Byju's strengths in content and technology. Following the integration, Byju's is committed to making additional investments to expedite the growth of Aakash.
In March 2022, iLearn launched Eggheads, a new mobile NFT gaming app. This release is set to disrupt the gaming industry, education industry, and Learn to Earn sector. Learn aims to leverage blockchain technology to offer an immersive, enjoyable, and educational learning experience. Eggheads, the inaugural game/software on the iLearn platform, provides users with an engaging and meaningful learning environment.
Global Edutainment Market Report Scope:
Historical Data – 2020 - 2021
Base Year for Estimation – 2022
Forecast period - 2023-2030
Report Coverage - Revenue forecast, Company Ranking, Competitive Landscape, Growth factors, and Trends
Segments Covered – Service Type, Revenue Source, End-User, Region
Regional Scope - North America; Europe; Asia Pacific; Latin America; Middle East & Africa
The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within countries involved in the study.
The report also caters detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, it also incorporates potential opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:
By Service Type:
Non-Interactive Spectator Service
Interactive Participatory Service
By Revenue Source:
Advertising
Ticket Fees
Partnership
By End-User:
Individuals
Schools
Universities
By Region:
North America
U.S.
Canada
Europe
UK
Germany
France
Spain
Italy
ROE
Asia Pacific
China
India
Japan
Australia
South Korea
RoAPAC
Latin America
Brazil
Mexico
Middle East & Africa
Saudi Arabia
South Africa
Rest of Middle East & Africa
Please note:The single user license is non-downloadable and non-printable. Global Site license allows these actions.
Companies MentionedBrightcove Inc.
Tata Sons Private Limited
KNeoMedia Limited
KidZania Operations S.A.R.L.
Merlin Entertainments
Kaltura Inc.
Kidz Holding S.A.L.
A.E.L. Data Services L.L.P.
Reliance Jio Infocomm Limited
zSpace Inc
Please note:The single user license is non-downloadable and non-printable. Global Site license allows these actions.