14-Sep-2022 | Facts and Factors
According to Facts and Factors, the global edutainment market size was worth USD 1,562.8 million in 2021 and is estimated to grow to USD 3,748.89 million by 2028, with a compound annual growth rate (CAGR) of approximately 15.70% over the forecast period. The report analyzes the edutainment market's drivers, restraints/challenges, and their effect on the demands during the projection period. In addition, the report explores emerging opportunities in the edutainment market.
The word "Edutainment" has been derived from the combination of the words "education" and "entertainment." The edutainment market is solely established on the efforts to nurture the creativity and interests of young children by offering entertaining activities with an educational experience. The edutainment industry consists of uniquely specialized centers such as zoos, adventure parks, geoparks & archaeological parks, botanical gardens, amusement parks, and children's museums that children explore through educational and field trips. The education and entertainment industry worldwide is extensively integrating advanced technological approaches to enhance the experience provided by the edutainment centers. These factors are constantly fueling upward growth trends in the global edutainment market.
Browse the full “Edutainment Market Size, Share, Growth Analysis Report By Gaming Type (Interactive, Non-interactive, Explorative, and Hybrid Combination), By Facility Size (5,001 to 10,000 Sq. Ft., 10,001 to 20,000 Sq. Ft., 20,001 to 40,000 Sq. Ft., and 40,000 sq. Ft.), By Revenue Source (Entry fees & tickets, Food & Beverages, Merchandising, Advertising, and Others), By Visitor Demographics (Children (0-12), Teenager (13-18), Young Adult (19-25), and Adult (25+)), and By Region - Global and Regional Industry Insights, Overview, Comprehensive Analysis, Trends, Statistical Research, Market Intelligence, Historical Data and Forecast 2022 – 2028" report at https://www.fnfresearch.com/edutainment-market
The increasing preference of parents and guardians to visit highly engaging and all-inclusive places with their children is assisting edutainment centers to consider evolutionary changes around the establishment. The global edutainment market is anticipated to transform substantially over time with growing customer feedback, productive initiatives, and a high influx of investments encouraging technological integration and overall development. The aim is not only to advance the experience but also to raise the safety of children similarly. Attacking young children with theoretical information and formatted data sets and concepts is soon to become outdated as practical learning experience arrives in the coming decades, driving the global market.
The global edutainment market is segregated based on gaming type, facility size, revenue source, visitor demographics, and region. Based on gaming type, the market is divided into interactive, non-interactive, explorative, and hybrid combinations. Among these, the hybrid combination segment led the market in 2021 and is expected to maintain its dominance throughout the forecast period. Based on facility size, the market is classified into 5,001 to 10,000 sq. ft., 10,001 to 20,000 sq. ft., 20,001 to 40,000 sq. ft., and, 40,000 sq. ft. In 2021, the 20,001 to 40,000 sq. ft. category dominated the global market. Based on revenue source, the market is classified into entry fees & tickets, food & beverages, merchandising, advertising, and others. The entry fees & tickets segment dominated the market in 2021. Based on visitor demographic, the market is classified into children (0-12), teenagers (13-18), young adults (19-25), and adults (25+). The children category dominated the market in 2021.
The global edutainment market is divided into geographic regions: North America, Latin America, Europe, Asia Pacific, the Middle East, and Africa. Asia Pacific region dominates the edutainment market as the number of edutainment centers in Southeast Asia was rising in 2021, and the number of people visiting these centers with their families is growing rapidly. The existence of edutainment centers permits customers to spend quality time with their family and friends while playing games and gaining knowledge. Growing applications of robotics in the edutainment sector in Japan are generating value-grab opportunities for market players. Robotics includes synthesizing many technical subjects, such as mathematics & physics, design & innovation, electronics, computer science & programming, and psychology. Thus, established players in the Asia Pacific are investing continuously in the edutainment industry to earn revenue.
Report Scope
Report Attribute |
Details |
Market Size in 2021 |
USD 1,562.8 Million |
Projected Market Size in 2028 |
USD 3,748.89 Million |
CAGR Growth Rate |
15.70% CAGR |
Base Year |
2021 |
Forecast Years |
2022-2028 |
Key Market Players |
Kidzania, Legoland Discovery Center, Kindercity, Plabo, Pororo Park, Curiosity, and Others |
Key Segment |
By Gaming Type, Facility Size, Revenue Source, Visitor Demographics, and Region |
Major Regions Covered |
North America, Europe, Asia Pacific, Latin America, and the Middle East &, Africa |
Purchase Options |
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Key players in the global edutainment market include Kidzania, Legoland Discovery Center, Kindercity, Plabo, Pororo Park, and Curiosity.
Recent Development:
- August 2019: GopalaKidz in New Delhi has introduced an innovative program for kids and parents to strengthen the Indian edutainment concept. Specially designed for kids, the program is available in the form of multiple animated video series.
Global Edutainment Market is segmented as follows:
By Gaming Type
- Interactive
- Non-interactive
- Explorative
- Hybrid Combination
By Facility Size
- 5,001 to 10,000 Sq. Ft.
- 10,001 to 20,000 Sq. Ft.
- 20,001 to 40,000 Sq. Ft.
- 40,000 Sq. Ft
By Revenue Source
- Entry fees & tickets
- Food & Beverages
- Merchandising
- Advertising
- Others
By Visitor Demographics
- Children (0-12)
- Teenagers (13-18)
- Young Adult (19-25)
- Adult (25+)
By Region
- North America
- Europe
- France
- The UK
- Spain
- Germany
- Italy
- Nordic Countries
- Benelux Union
- Belgium
- The Netherlands
- Luxembourg
- Rest of Europe
- Asia Pacific
- China
- Japan
- India
- Australia
- South Korea
- Southeast Asia
- Indonesia
- Thailand
- Malaysia
- Singapore
- Rest of Southeast Asia
- Rest of Asia Pacific
- The Middle East & Africa
- Saudi Arabia
- UAE
- Egypt
- South Africa
- Rest of the Middle East & Africa
- Latin America
- Brazil
- Argentina
- Rest of Latin America
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