Edutainment Market, By Product Type (Hybrid, Non-interactive, Interactive, and Explorative), By End User (Children, Teenagers, Young Adult, and Adult), By Geography (North America, Latin America, Asia Pacific, Europe, Middle East, and Africa).

Edutainment Market, By Product Type (Hybrid, Non-interactive, Interactive, and Explorative), By End User (Children, Teenagers, Young Adult, and Adult), By Geography (North America, Latin America, Asia Pacific, Europe, Middle East, and Africa).


Global edutainment market is projected to grow significantly in the coming years. Edutainment refers to the use of entertainment and multimedia tools and approaches for the purpose of education and learning. It utilizes storytelling, games, and hands-on interactive activities to engage students and impart knowledge in an enjoyable way. With the growing popularity of digital learning and the need to make education more interesting and experiential for the new generation, the demand for edutainment products and services is rising globally. Major factors driving this include the advent of virtual reality, augmented reality and artificial intelligence technologies which are enhancing the edutainment experience. Meanwhile, growing investments by both private and public sectors in developing innovative edutainment solutions are also propelling the market forward.

Market Dynamics:

Global edutainment market is witnessing positive growth driven by rising investments in developing innovative edutainment solutions globally. Growing popularity of digital learning and need to make education more interesting for students through experiential methods is a key growth driver. However, high initial investments required for the development of edutainment products and services pose a challenge for market players. Meanwhile, increasing adoption of advanced technologies such as virtual reality, augmented reality, and artificial intelligence present lucrative opportunities, as they are enhancing the edutainment experience. Major companies are investing in R&D to incorporate these technologies in their offerings.

Key Features of the Study:
  • This report provides in-depth analysis of the global edutainment market, and provides market size (US$ Billion) and compound annual growth rate (CAGR%) for the forecast period (2024–2031), considering 2023 as the base year
  • It elucidates potential revenue opportunities across different segments and explains attractive investment proposition matrices for this market
  • This study also provides key insights about market drivers, restraints, opportunities, new product launches or approvals, market trends, regional outlook, and competitive strategies adopted by key players
  • It profiles key players in the global edutainment market based on the following parameters – company highlights, products portfolio, key highlights, financial performance, and strategies
  • Key companies covered as a part of this study include Kahoot, ABCmouse, Curiosity Stream, LeapFrog Enterprises, Inc, BYJU’s, Duolingo, Nickelodeon, Tynker, Minecraft Education Edition, and Roblox Education
  • Insights from this report would allow marketers and the management authorities of the companies to make informed decisions regarding their future product launches, type up-gradation, market expansion, and marketing tactics
  • The global edutainment market report caters to various stakeholders in this industry including investors, suppliers, product manufacturers, distributors, new entrants, and financial analysts
  • Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the global edutainment market
Market Segmentation
  • By Product Type Insights (Revenue, USD, 2019 - 2031)
  • Hybrid
  • Non-interactive
  • Interactive
  • Explorative
  • By End User Insights (Revenue, USD, 2019 - 2031)
  • Children
  • Teenagers
  • Young Adult
  • Adult
  • By Regional Insights (Revenue, USD, 2019 - 2031)
  • North America
  • U.S.
  • Canada
  • Latin America
  • Brazil
  • Argentina
  • Mexico
  • Rest of Latin America
  • Europe
  • Germany
  • U.K.
  • Spain
  • France
  • Italy
  • Russia
  • Rest of Europe
  • Asia Pacific
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • ASEAN
  • Rest of Asia Pacific
  • Middle East
  • GCC Countries
  • Israel
  • Rest of Middle East
  • Africa
  • South Africa
  • North Africa
  • Central Africa
  • Key Players Insights
  • Kahoot
  • ABCmouse
  • CuriosityStream
  • LeapFrog Enterprises, Inc
  • BYJU’s
  • Duolingo
  • Nickelodeon
  • Tynker
  • Minecraft Education Edition
  • Roblox Education


1. Research Objectives and Assumptions
Research Objectives
Assumptions
Abbreviations
2. Market Purview
Report Description
Market Definition and Scope
Executive Summary
Market Snippet, By Product Type
Market Snippet, By End User
Market Snippet, By Region
3. Market Dynamics, Regulations, and Trends Analysis
Market Dynamics
Drivers
Restraints
PEST Analysis
PORTER’s Five Forces Analysis
Market Opportunities
Regulatory Scenario
Key Developments
Industry Trend
4. Global Edutainment Market - Impact of Coronavirus (COVID-19) Pandemic
Overview
Factors Affecting the Global Edutainment Market – COVID-19
Impact Analysis
5. Global Edutainment Market, By Product Type, 2024-2031 (US$ Bn)
Introduction
Market Share Analysis, 2024, 2027, and 2031 (%)
Y-o-Y Growth Analysis, 2020 - 2031
Segment Trends
Hybrid
Market Share Analysis, 2024, 2027, and 2031 (%)
Y-o-Y Growth Analysis, 2020 - 2031
Segment Trends
Non-interactive
Market Share Analysis, 2024, 2027, and 2031 (%)
Y-o-Y Growth Analysis, 2020 - 2031
Segment Trends
Interactive
Market Share Analysis, 2024, 2027, and 2031 (%)
Y-o-Y Growth Analysis, 2020 - 2031
Segment Trends
Explorative
Market Share Analysis, 2024, 2027, and 2031 (%)
Y-o-Y Growth Analysis, 2020 - 2031
Segment Trends
6. Global Edutainment Market, By End User, 2024-2031 (US$ Bn)
Introduction
Market Share Analysis, 2024, 2027, and 2031 (%)
Y-o-Y Growth Analysis, 2020 - 2031
Segment Trends
Children
Market Share Analysis, 2024, 2027, and 2031 (%)
Y-o-Y Growth Analysis, 2020 - 2031
Segment Trends
Teenagers
Market Share Analysis, 2024, 2027, and 2031 (%)
Y-o-Y Growth Analysis, 2020 - 2031
Segment Trends
Young Adult
Market Share Analysis, 2024, 2027, and 2031 (%)
Y-o-Y Growth Analysis, 2020 - 2031
Segment Trends
Adult
Market Share Analysis, 2024, 2027, and 2031 (%)
Y-o-Y Growth Analysis, 2020 - 2031
Segment Trends
7. Global Edutainment Market, By Region, 2024-2031 (US$ Bn)
Introduction
Market Share Analysis, By Region, 2024, 2027, and 2031 (%)
Y-o-Y Growth Analysis, For Region, 2020 - 2031
North America
Market Share Analysis, By Country, 2024, 2027 and 2031 (%)
Y-o-Y Growth Analysis, For Region, 2020 - 2031
Market Size and Forecast, By Product Type, 2019- 2031, (US$ Bn)
Market Size and Forecast, By End User, 2019- 2031, (US$ Bn)
Market Size and Forecast, By Country, 2019- 2031, (US$ Bn)
U.S.
Canada
Latin America
Market Share Analysis, By Country, 2024, 2027 and 2031 (%)
Y-o-Y Growth Analysis, For Region, 2020 - 2031
Market Size and Forecast, By Product Type, 2019- 2031, (US$ Bn)
Market Size and Forecast, By End User, 2019- 2031, (US$ Bn)
Market Size and Forecast, By Country, 2019- 2031, (US$ Bn)
Brazil
Argentina
Mexico
Rest of Latin America
Europe
Market Share Analysis, By Country, 2024, 2027 and 2031 (%)
Y-o-Y Growth Analysis, For Region, 2020 - 2031
Market Size and Forecast, By Product Type, 2019- 2031, (US$ Bn)
Market Size and Forecast, By End User, 2019- 2031, (US$ Bn)
Market Size and Forecast, By Country, 2019- 2031, (US$ Bn)
U.K.
Germany
Italy
France
Spain
Russia
Rest of Europe
Asia Pacific
Market Share Analysis, By Country, 2024, 2027 and 2031 (%)
Y-o-Y Growth Analysis, For Region, 2020 - 2031
Market Size and Forecast, By Product Type, 2019- 2031, (US$ Bn)
Market Size and Forecast, By End User, 2019- 2031, (US$ Bn)
Market Size and Forecast, By Country, 2019- 2031, (US$ Bn)
China
India
Japan
ASEAN
Australia
South Korea
Rest of Asia Pacific
Middle East
Market Share Analysis, By Country, 2024, 2027 and 2031 (%)
Y-o-Y Growth Analysis, For Region, 2020 - 2031
Market Size and Forecast, By Product Type, 2019- 2031, (US$ Bn)
Market Size and Forecast, By End User, 2019- 2031, (US$ Bn)
Market Size and Forecast, By Country, 2019- 2031, (US$ Bn)
GCC Countries
Israel
Rest of Middle East
Africa
Market Share Analysis, By Country, 2024, 2027 and 2031 (%)
Y-o-Y Growth Analysis, For Region, 2020 - 2031
Market Size and Forecast, By Product Type, 2019- 2031, (US$ Bn)
Market Size and Forecast, By End User, 2019- 2031, (US$ Bn)
Market Size and Forecast, By Country/Region, 2019- 2031, (US$ Bn)
South Africa
North Africa
Central Africa
8. Competitive Landscape
Heat Map Analysis
Market Share Analysis (3x3 Matrix)
Company Profiles
Kahoot
Company Overview
Product Portfolio
Recent Developments/Updates
ABCmouse
Company Overview
Product Portfolio
Recent Developments/Updates
CuriosityStream
Company Overview
Product Portfolio
Recent Developments/Updates
BYJU’s
Company Overview
Product Portfolio
Recent Developments/Updates
Duilingo
Company Overview
Product Portfolio
Recent Developments/Updates
Nickelodeon
Company Overview
Product Portfolio
Recent Developments/Updates
Tynker
Company Overview
Product Portfolio
Recent Developments/Updates
The Minecraft Education Edition
Company Overview
Product Portfolio
Recent Developments/Updates
Roblox Education
9. Analyst Recommendation
Wheel of Fortune
Analyst View
Coherent Opportunity Map
10. Section
References
Research Methodology
About Us and Sales Contact
* Browse 50 market data tables* and 40 figures* on “Global Edutainment Market” - forecast to 2031.

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