Edutainment Global Market Report 2022: A $9.82 Billion Market in 2026 – Long-Term Forecast to 2031 –

DUBLIN–(BUSINESS WIRE)–Added Edutainment Global Market Report 2022 report Offer.

Major players in the edutainment market are Pororo Parks, Kidzania, Plabo, Legoland Discovery Center, Kidz Holding SAL, CurioCity, Kindercity and Mattel Play! Town, Totters Otterville, Little Explorers, Gray Sim, KneoMedia, Meraas and ConveGenius.

The global edutainment market is expected to grow from US$4.75 billion in 2021 to US$5.44 billion in 2022 at a compound annual growth rate (CAGR) of 14.5%. The edutainment market is expected to grow to $9.82 billion by 2026 at a CAGR of 15.9%.

The edutainment market consists of the revenue from edutainment centers and related services that provide education and entertainment. Edutainment is simply a combination of two disciplines, education and entertainment, collectively referred to as educational entertainment.

It is known that edutainment centers are the places that are visited by the children or their parents during the field trips, such as zoos, aquariums, science, botanical gardens and children’s museums, and these places have educational features in addition to entertainment or entertainment. Therefore, the edutainment centers are the ones where learning through entertainment is established.

The main types of products in edutainment are interactive, non-interactive, hybrid, and exploratory. Interactive edutainment refers to any type of game or pastime where the user’s actions directly affect the game. Non-interactive edutainment can include recreational activities such as reading books or watching movies.

North America was the largest region in edutainment market in 2021. Asia Pacific is projected to be the fastest growing region during the forecast period. Regions covered in the Edutainment market report are Asia Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.

The Edutainment market research report is one of a series of new reports that provide Edutainment market statistics including global Edutainment industry market size, regional shares, competitors with an Edutainment market share, detailed Edutainment market segments, market trends and opportunities, and other data you may need you to succeed in the edutainment industry. This Edutainment Market Research Report provides a complete overview of everything you need with in-depth analysis of the current and future scenario of the industry.

The increasing adoption of edutainment worldwide is expected to drive the growth of the edutainment market over the forecast period. The concept of combining entertainment with education provides children with an interactive learning environment. Edutainment represents a great benefit to the learning process as it conveys intellectually stimulating learning concepts.

Children are expected to be curious seekers, such as playing their favorite character or visiting their dream place, instilling “happy energy” and confidence in them. According to Jing’s Culture & Commerce 2021 report, a US-based technology trends publisher, before COVID-19, museums spent $2 billion globally on education-based activities each year. Institutions provided more than 18 million hours of targeted education annually, including tours, staff visits, schoolwork, and professional development for teachers. The increasing acceptance of edutainment worldwide is expected to propel the edutainment market.

Virtual Reality (VR) is the emerging technology in the edutainment market that offers students an unforgettable and immersive experience that feels real by creating a 360-degree digital learning environment. Virtual reality is a 3D computer-generated environment that covers a user and reacts to a person’s actions, usually through immersive head-mounted displays.

For example, in March 2021 the virtual 3D simulation tool from Virtual Medical Coaching Ltd. presented to the radiology students. This technology taught students through a complete process of learning anatomy, x-ray positioning, and pathology. Student feedback shows that 3D virtual X-ray simulation is a useful pedagogical tool in radiography education.

In June 2021, Meraas, a privately held holding company headquartered in Dubai, acquired theme park company DXB Entertainments for an undisclosed amount. The takeover of DXB Entertainments is part of a plan to privatize the loss-making theme park operator. DXB Entertainments is based in Dubai and is engaged in the development of leisure and entertainment.

The countries covered in the Edutainment market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, and the US.

Main topics covered:

1. Summary

2. Characteristics of Edutainment Market

3. Edutainment Market Trends and Strategies

4. Impact of COVID-19 on edutainment

5. Edutainment Market Size and Growth

5.1. Global Historical Edutainment Market, 2016-2021, billion US$

5.1.1. drivers of the market

5.1.2. restrictions in the market

5.2. Global Edutainment Forecast Market, 2021-2026F, 2031F, US$ Billion

5.2.1. drivers of the market

5.2.2. restrictions in the market

6. Edutainment Market Segmentation

6.1. Global Edutainment Market, Segmentation by Product Type, Historical & Forecast, 2016-2021, 2021-2026F, 2031F, Billion US$

  • interactive

  • Not interactive

  • Hybrid

  • exploring

6.2. Global Edutainment Market, Segmentation by Equipment Size, History and Forecast, 2016-2021, 2021-2026F, 2031F, US$ Billion

5,001 to 10,000 square feet

10,001 to 20,000 square feet

20,001 to 40,000 square feet

> 40,000 square feet

6.3. Global Edutainment Market, Segmentation by End User, Historical & Forecast, 2016-2021, 2021-2026F, 2031F, Billion US$

  • children

  • teenagers

  • young adult

  • adult

7. Regional and country analysis of the edutainment market

7.1. Global Edutainment Market Split by Region, Historical and Forecast, 2016-2021, 2021-2026F, 2031F, Billion US$

7.2. Global Edutainment Market Split by Country, Historical and Forecast, 2016-2021, 2021-2026F, 2031F, Billion US$

companies mentioned

  • Pororo Parks

  • Kidzania

  • Plabo

  • Legoland Discovery Center

  • Kidz Holding SAL

  • curiosity

  • children’s town

  • Play Mattel! town, village

  • Totter’s Otterville

  • Little explorers

  • gray sim

  • KneoMedia

  • meras

  • ConveGenius

For more information about this report, visit

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