Edutainment market is in trends by digital learning

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The edutainment market includes learning products and services that combine education with fun, interactive activities. Edutainment utilizes aspects of gaming and entertainment to engage and teach children about various subjects like science, technology, engineering, mathematics and more.

The edutainment market includes learning products and services that combine education with fun, interactive activities. Edutainment utilizes aspects of gaming and entertainment to engage and teach children about various subjects like science, technology, engineering, mathematics and more. Popular edutainment activities include educational video games, mobile apps, virtual/augmented reality experiences, theme-park attractions, museums and zoos. These combine traditional teaching methods with multimedia, interactive learning to improve students' enthusiasm and comprehension.

Global edutainment market is estimated to be valued at USD 3.61 Bn in 2024 and is expected to reach USD 7.82 Bn by 2031, exhibiting a compound annual growth rate (CAGR) of 11.7% from 2024 to 2031.

Key Takeaways

Key players operating in the edutainment market are Legoland Discovery Center, CurioCity, Kidzania, Plabo, Kidz Holding S.A.L.

The growing demand for experiential and interactive learning from students has boosted the edutainment market. With evolving technologies like virtual reality and augmented reality, edutainment products are becoming more immersive and engaging for kids and young adults. These innovations are helping increase popularity of edutainment activities among the new generation.

The Edutainment market Demand is also witnessing rapid global expansion as more educational hubs like science centers, discovery parks and interactive museums are being set up across Asia Pacific, Middle East, Africa and South America. With rising income levels and awareness about STEM education, these regions are expected to drive high growth in the edutainment market over the coming years.

Market Key Trends

Digital learning through mobile edutainment apps is a key trend in this industry. Several established edutainment centers and educational product developers are launching companion mobile games and apps to engage students both within physical centers as well as at home. These apps integrate concepts of gamification, AR/VR and virtual field trips to provide interactive educational entertainment on mobile devices. The growing popularity of digital learning through apps and videos is projected to significantly boost the edutainment market revenue during the forecast period.


Porter's Analysis

Threat of new entrants: Low startup costs for edutainment centers attract new players, increasing competition.

Bargaining power of buyers: Large educational institutes buy in bulk, commanding better discounts and terms.

Bargaining power of suppliers: Key suppliers of educational toys and games have established brands, exercising pricing power.

Threat of new substitutes: Edutainment Market Size and Trends are Augmented and virtual reality based solutions seen as substitutes that can engage students better.

Competitive rivalry: Established edutainment center chains compete aggressively on offerings, pricing and customer experience.

The North American region accounts for the largest share in the global edutainment market in terms of value, with U.S. being the major market. This is attributed to high awareness regarding innovative learning among people. Asia Pacific region is expected to grow at the fastest pace during the forecast period. Rising middle class population and their increasing emphasis on interactive education is fueling market growth in countries like China and India.

Geographical Regions

The United States holds the highest share in the edutainment market of North America. This is due to high spending on education and awareness about new learning techniques among people. The region enjoys presence of several prominent players offering wide range of edutainment solutions targeting kids, students and professionals.

Asia Pacific region is poised to showcase highest growth in the edutainment industry during the period. Countries like India and China are witnessing rapid growth on the back of increasing population, growing middle class and their rising focus on modern education. Growing number of edutainment centers as well as adoption of virtual and augmented reality solutions across education and training domains is driving the market in Asia Pacific.

Money Singh is a seasoned content writer with over four years of experience in the market research sector. Her expertise spans various industries, including food and beverages, biotechnology, chemical and materials, defense and aerospace, consumer goods, etc. (https://www.linkedin.com/in/money-singh-590844163)

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