Global Edutainment Market Growth, Share, Size, Trends and Forecast (2024 - 2030)

By Service Type;

Non-Interactive/Spectator Service and Interactive/Participatory Service.

By Revenue Source;

Advertising, Ticket Fees and Partnership.

By End User;

Individuals, Schools and Universities.

By Geography;

North America, Europe, Asia Pacific, Middle East and Africa and Latin America - Report Timeline (2020 - 2030).
Report ID: Rn104245161 Published Date: November, 2024 Updated Date: December, 2024

Introduction

Global Edutainment Market (USD Million), 2020 - 2030

In the year 2023, the Global Edutainment Market was valued at USD 2,080.32 million. The size of this market is expected to increase to USD 5,879.44 million by the year 2030, while growing at a Compounded Annual Growth Rate (CAGR) of 16.0%.

During the projected period, the Edutainment Market is poised for accelerated growth, primarily fueled by the increasing adoption of Augmented Reality (AR) and Virtual Reality (VR) technologies. Despite a rapid increase in the global population, the saturation of edutainment facilities in certain areas exceeds demand. Family Entertainment Centers (F.E.C.s) are predominantly concentrated in Tier-I and Tier-II cities with burgeoning economies, where leisure spending capacity is higher compared to Tier-II and Tier-III towns. This presents an opportunity for established educational facilities to tap into unexplored markets in Tier-II and Tier-III towns by offering their services at more affordable pricing.

Developers are focusing on leveraging various technologies to enhance gaming experiences within edutainment, including 3D projection mapping, interactive virtual surfaces, and AR/VR integration. These advancements aim to create technologically advanced video games that provide users with enhanced engagement and streamlined educational processes. The market is also expected to witness growth through the increasing production of headsets, VR controllers, and other gaming devices, which will further fuel market expansion.

Virtual Reality (VR) emerges as a prominent technology in the edutainment sector, offering students immersive and memorable learning experiences. VR creates a 3D environment generated by computers, enveloping users and responding to their movements, typically through immersive head-mounted displays. For instance, Virtual Medical Coaching Ltd. introduced radiography students to their 3D virtual simulation technology in March 2021, facilitating comprehensive learning experiences in pathology, anatomy, and radiographic placement. Such technologies are deemed effective educational tools, enhancing student engagement and understanding.

Additionally, technological advancements are expected to drive market expansion, with the integration of augmented and virtual reality technologies into educational institutions' learning environments. Collaboration between technology companies and educational institutions aims to deliver engagement-based learning experiences. Overall, the Edutainment Market is poised for growth, propelled by technological innovations and the expansion of interactive learning environments across educational institutions.

  1. Introduction
    1. Research Objectives and Assumptions
    2. Research Methodology
    3. Abbreviations
  2. Market Definition & Study Scope
  3. Executive Summary
    1. Market Snapshot, By Service Type
    2. Market Snapshot, By Revenue Source
    3. Market Snapshot, By End User
  4. Global Edutainment Market Dynamics
    1. Drivers, Restraints and Opportunities
      1. Drivers
      2. Restraints
      3. Opportunities
    2. PEST Analysis
      1. Political Analysis
      2. Economic Analysis
      3. Social Analysis
      4. Technological Analysis
    3. Porter's Analysis
      1. Bargaining Power of Suppliers
      2. Bragaining Power of Buyers
      3. Threat of Substitutes
      4. Threat of New Entrants
      5. Competitive Rivalry
  5. Market Segmentation
    1. Global Edutainment Market, By Service Type, 2020 - 2030 (USD Million)
      1. Non-Interactive/Spectator Service
      2. Interactive/Participatory Service
    2. Global Edutainment Market, By Revenue Source, 2020 - 2030 (USD Million)
      1. Advertising
      2. Ticket Fees
      3. Partnership
    3. Global Edutainment Market, By End User, 2020 - 2030 (USD Million)
      1. Individuals
      2. Schools
      3. Universities
    4. Global Edutainment Market, By Geography, 2020 - 2030 (USD Million)
      1. North America
        1. United States
        2. Canada
      2. Europe
        1. Germany
        2. United Kingdom
        3. France
        4. Italy
        5. Spain
        6. Nordic
        7. Benelux
        8. Rest of Europe
      3. Asia Pacific
        1. Japan
        2. China
        3. India
        4. Australia & New Zealand
        5. South Korea
        6. ASEAN (Association of South East Asian Countries)
        7. Rest of Asia Pacific
      4. Middle East & Africa
        1. GCC
        2. Israel
        3. South Africa
        4. Rest of Middle East & Africa
      5. Latin America
        1. Brazil
        2. Mexico
        3. Argentina
        4. Rest of Latin America
  6. Competitive Landscape
    1. Company Profiles
      1. Brightcove Inc.
      2. Tata Sons Private Limited
      3. KNeoMedia Limited
      4. KidZania Operations S.A.R.L.
      5. Kramer Electronics and LEGOLAND Discovery Center
      6. Kaltura Inc.
      7. Kidz Holding S.A.L.
      8. A.E.L. Data Services L.L.P.
      9. Meraasm
      10. Reliance Jio Infocomm Limited
      11. d'Vinci Interactive Inc.
      12. zSpace Inc
      13. Time4Learning
  7. Analyst Views
  8. Future Outlook of the Market