The global edutainment market size was USD 5.76 Billion in 2022 and is expected to register a rapid revenue CAGR of 17.1% during the forecast period. Increasing adoption of edutainment globally and use of social media platforms and increasing investments by large gaming and educational businesses are key factors driving market revenue growth. Edutainment is the platform, through which one can learn through entertainment, which helps in keeping millennials engaged in education.
The Global Edutainment Market Report, published by Emergen Research, offers an industry-wide assessment of the Edutainment market, which is inclusive of the most crucial factors contributing to the growth of the industry. The latest research report comprises an extensive analysis of the micro- and macro-economic indicators that influence the global market development during the forecast period.
The global Edutainment industry is highly consolidated owing to the presence of renowned companies operating across several international and local segments of the market. These players dominate the industry in terms of their strong geographical reach and a large number of production facilities. The companies are intensely competitive against one another and excel in their individual technological capabilities, as well as product development, innovation, and product pricing strategies.
The leading market contenders listed in the report are:
Pororo Parks, Kidzania, The LEGO Group, Jenzabar, Inc., Discovery Education, Promethean Limited, Ellucian Company L.P. and its affilates, The Plabo, CurioCity, Kindercity, Viator, Inc., SEGA, Bungiw, Inc., Sony Group Corporation, King.com, Edsys Pvt. Ltd, Disney, PopReach Corporation, Merlin Entertainments, and Gardaland Srl
Key market aspects studied in the report:
Market Scope: The report explains the scope of various commercial possibilities in the global Edutainment market over the upcoming years. The estimated revenue build-up over the forecast years has been included in the report. The report analyzes the key market segments and sub-segments and provides deep insights into the market to assist readers with the formulation of lucrative strategies for business expansion.
Competitive Outlook: The leading companies operating in the Edutainment market have been enumerated in this report. This section of the report lays emphasis on the geographical reach and production facilities of these companies. To get ahead of their rivals, the leading players are focusing more on offering products at competitive prices, according to our analysts.
Report Objective: The primary objective of this report is to provide the manufacturers, distributors, suppliers, and buyers engaged in this sector with access to a deeper and improved understanding of the global Edutainment market.
This market is segmented based on Types, Applications, and Regions. The growth of each segment provides accurate forecasts related to production and sales by Types and Applications, in terms of volume and value for the period between 2022 and 2030. This analysis can help readers looking to expand their business by targeting emerging and niche markets. Market share data is given on both global and regional levels. Regions covered in the report are North America, Europe, Asia Pacific, Latin America, and Middle East & Africa. Research analysts assess the market positions of the leading competitors and provide competitive analysis for each company. For this study, this report segments the global Edutainment market on the basis of product, application, and region:
Segments Covered in this report are:
Gaming Outlook (Revenue, USD Billion; 2019-2032)
Interactive
Non-Interactive
Explorative
Hybrid Combination
Facility Size Outlook (Revenue, USD Billion; 2019-2032)
5,000 to 10,000 Square foot
10,001 to 20,000 Square foot
20,001 to 40,000 Square foot
Above 40,000 Square foot
Revenue Source Outlook (Revenue, USD Billion; 2019-2032)