Market Size of Global Edutainment Industry
Study Period | 2019 - 2029 |
Base Year For Estimation | 2023 |
CAGR | 17.00 % |
Fastest Growing Market | Asia Pacific |
Largest Market | North America |
Market Concentration | High |
Major Players*Disclaimer: Major Players sorted in no particular order |
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Edutainment Market Analysis
The word 'Edutainment' has been derived from the combination of the words 'education' and 'entertainment'. Edutainment centers are the places which are visited by the children or their parents during the field trips such as aquariums, zoos, botanical gardens, science, and children's museum, and these places have the educational aspects with the addition of
amusement or entertainment. So, edutainment centers are those where there is a provision of learning through leisure. Also, this is the information age and it is quite evident that the education is more and more clubbed with entertainment models to keep the millennials engaged in the quality of education needed to deal with the newer challenges both at personal and professional levels. Data is money and technology is the tool to mine that vast source of money. Edutainment is something that is a culmination of both education and entertainment and is well accepted by the age of 25 years and lower who use smart devices more frequently. There are numerous drivers that lead to growth in this market.
a. Ease of game design
b. Increased adoption of edutainment globally
c. Excellent platform for certain subjects such as languages and history
d. Increased investments by large gaming and educational businesses
e. Enhancement of the children's social skills
Market restraints
a. Skepticism about the educational value of the edutainment
b. Lack of recognition granted to the traditional educational systems