Global Edutainment Market is valued at USD 4.92 Billion in 2021 and expected to reach USD 11.62 Billion by 2028 with a CAGR of 15.4% over the forecast period.
Global Edutainment Market: Global Size, Trends, Competitive, Historical & Forecast Analysis, and 2021-2028: Rising implementation Augmented Reality (AR) & Virtual Reality (VR), and growing digital advancement are some of the major factors driving the growth of the Global Edutainment Market.
Edutainment is essentially a blend of two disciplines: education and entertainment, which are sometimes called educational entertainment. Edutainment centres are known to be the spots that are visited by the youngsters or their parents during the field trips, like zoos, science centres, botanical gardens, aquariums, and kids' exhibition halls, and these spots have instructive elements alongside diversion or entertainment. In this manner, the edutainment habitats are those where there is a foundation for learning through entertainment. The edutainment market comprises the income procured from edutainment centres and related administrations that provide education and entertainment.
The COVID-19 pandemic has shown a negative impact on the growth of the global education market. During the COVID-19 pandemic, because of socially imposed standards, entertainment parks and amusement parks all over the planet are shut down or temporarily closed. The Coronavirus flare-up compelled amusement parks all over the planet to close, as governments around the world forced lockdowns and restricted domestic and international travel, restricting the requirement for services presented by these foundations. However, entertainment parks and theme parks around the globe are transforming in the direction of digitalization to confirm safety.
The global edutainment market is segmented on the basis of gaming type, facility size, revenue source, visitor demographics, and region and country level. On the basis of gaming type, the global edutainment market is segmented into explorative, interactive, non-interactive, and hybrid combinations. By facility size, the market is segmented into 5,001–10,000 sq ft, 10,001–20,000 sq ft, 20,001–40,000 sq ft, and above 40,000 sq ft. By revenue source, the global edutainment market is segmented into food and beverages, merchandising, entry fees and tickets, advertising, and others. By visitor demographics, the market is segmented into children, teenagers, young adults, and adults.
The regions covered in the global edutainment market report are North America, Europe, Asia-Pacific, Latin America, and the rest of the World. On the basis of country level, the market of global edutainment is sub divided into U.S., Mexico, Canada, U.K., France, Germany, China, Italy, India, Japan, South East Asia, Middle East Asia (Saudi Arabia, UAE, Egypt) GCC, Africa, etc.
Mediacorp and WWF SG scale science-based edutainment for SG kids
On November 1st, 2022; Mediacorp and WWF Singapore (World Wide Fund for Nature Singapore) had partnered up to increase science-based edutainment content for Mediacorp youngsters' programming on okto - an essential initiative to carry sustainability and nature nearer to more youthful crowds, engaging them to make a move for an climate-resilient future. WWF-Singapore is supporting Mediacorp with a broadness of science-based content and video film, and subject matter making in-show appearances to augment content. This will help the national media network’s efforts to fabricate a really precise source of connecting with edutainment for kids.
Kinder Joy Launches Edutainment Platform Kinder Digital Hub
On August 2nd, 2022; Kinder Joy launched 'Kinder Digital Hub; an interesting and exciting edutainment platform for youngsters to promote the meaning of the Raksha Bandhan celebration. Kinder Joy has likewise delivered a TVC for this exceptional event, which is in accordance with their slogan #KhaokheloKhushRaho. This is a 360-degree campaign that will be utilized across stages, major areas of strength for from blasts on TV to broad presence on digital platforms, from wide- reaching on-ground POSM to clutter-breaking in-app promoting. Moreover, individuals will likewise get an opportunity to win cool awards like iPads and Kindles, likely to terms and conditions which can be perused on kinder.com
Rising implementation Augmented Reality (AR) & Virtual Reality (VR), increasing popularity of gaming in teenagers, growing digital advancement are some of the major factors driving the growth of the Global Edutainment Market
One of the major factors driving the growth of the global edutainment market is the rising implementation Augmented Reality (AR) & Virtual Reality (VR). Few developers have some expertise in developing various innovations to upgrade gaming in edutainment facilities. They attempt and make new technologically superior video games by joining AR/VR generation with 3D projection mapping and intuitive virtual surfaces. Improved purchaser experience in 3D environmental factors builds commitment and improves on education processes. Virtual Reality (VR) is the arising technology in the edutainment market that gives understudies a significant and vivid experience that feels genuine by establishing a 360-degree advanced learning environment. For example, in March 2021, the 3D virtual simulation device by Virtual Medical Coaching Ltd. was acquainted with radiography students. This innovation showed students through a total course of learning anatomy, radiographic situating, and pathology. Student feedback uncovers that 3D virtual radiography simulation is a helpful educational device in radiography education.
In addition, increasing popularity of gaming in teenagers is boosting the growth of the global edutainment market. Most teenagers’ instructors favor gamification programs planning to further develop students' numerical abilities to learn through genuine world, project-based classroom learning. For example, in September 2021; Matific, an EdTech platform that gives math guidance to students in grades K-6, appeared a gamified learning environment for its clients. This advanced version is tailored with AI to assist students with further developing their numerical capacities. By consolidating technology in this education area and giving vivid data & experiences like virtual field excursions and troublesome lab-based exercises, an engaging learning opportunity is accomplished. Hence, growing popularity of gaming in teenagers is boosting the development of the global edutainment market over the forecast period.
Furthermore, another factor driving the growth of the global edutainment market is the growing digital advancement. For instance, in June 2021, Meraas is a secretly held holding organization settled in Dubai gained amusement stops firm DXB Energies for an undisclosed sum. The obtaining of DXB Fervors is essential for an arrangement to assume the incident making amusement parks executive private. DXB Redirections is situated in Dubai that participates in the advancement of relaxation and amusement.
However, failure to implement modern learning methods and lack of necessary investment may hamper the growth of the global edutainment market. In spite of that, growing development in virtual reality gaming can provide some opportunity in the global edutainment market.
Asia Pacific holding a major share in the global edutainment market within the forecast period due to rising largest pre-audit population, and the cloud computing technology in the education industry in the region. For example, in January 2022, Teevra Edutech Pvt Ltd (SpeEd Labs), an EdTech stage in India, is growing its business. With this country over utilizing AI-powered devices like a proposal motor, scientific dashboard, and personalized improvement plan that would assist with overcoming any barrier among students and teacher. Teevra Edutech Pvt Ltd (SpeEd Labs) offers personalized learning with individualized courses to every student. This has led the region’s edutainment market growth in APAC region.
Also, North America is fastest growing region in the global edutainment market because of rising government investment in edutainment centers and rising strategic collaborations with other firms. For instance, in July 2021, Class Technologies Inc., a United States - based EdTech stage serving advanced education classrooms and K-12 students, raised approximately USD 105 million in Series B subsidizing. This help would allow them to broaden their worldwide presence beyond the U.S. and remain resourced to help colleges in teaching affected students during the pandemic. This is supporting the market growth into the region.
Report Analysis | Details |
---|---|
Historical data | 2015 - 2021 |
Forecast Period | 2021 - 2028 |
Market Size in 2021: | USD 4.92 Billion |
Base year considered | 2020 |
Forecast Period CAGR %: |
15.4% |
Market Size Expected in 2028: | USD 11.62 Billion |
Tables, Charts & Figures: | 175 |
Pages | 300 |
Edutainment Companies | Plabo, Pororo Parks, Kidz Holding S.A.L, Kidzania, CurioCity, Kindercity, Mattel Play Town, Little Explorers, KneoMedia, Meraas, ConveGenius, Legoland Discovery Center, Totter's Otterville, Grey Sim, and others. |
Segments Covered | By Gaming Type, By Facility Size, By Revenue Source, By Visitor Demographics, By End-User |
Regional Analysis | North America, U.S., Mexico, Canada, Europe, UK, France, Germany, Italy, Asia Pacific, China, Japan, India, Southeast Asia, South America, Brazil, Argentina, Columbia, The Middle East and Africa, GCC, Africa, Rest of the Middle East and Africa |
By Gaming Type:
By Facility Size:
By Revenue Source:
By Visitor Demographics:
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