Edutainment Market Research Report - Global Forecast till 2027

Edutainment Market Research Report: By Service Type (Non-Interactive/Spectator Service, Interactive/Participatory Service), By Revenue Source (Advertising, Ticket Fees, Partnership) and By End User (Individuals, Schools, Universities) – Forecast to 2027

ID: MRFR/ICT/6819-HCR | February 2021 | Region: Global | 111 pages

Edutainment Market Forecast

Edutainment Market is expected to cross USD 10.11 Billion by 2025 at a CAGR of 11.61%.

Market Synopsis

The edutainment market model is increasingly being adopted worldwide due to its better rates of developing reading, comprehension, and cognitive skills.

A proliferation of smart devices and increasing game designing ease is also boosting this market.

Market USP

Better educational model than traditional educational models, especially for children, teens, and young adults.

Market Drivers

  • Increase in smart device users in the below 25 age categories

  • Ease of game design

  • Increased adoption of edutainment globally

  • Excellent platform for certain subjects such as languages and history

  • Increased investments by large gaming and educational businesses

  • Enhancement of children’s social skills

Market Restraints

  • Skepticism about the educational value of Edutainment Market

  • Lack of recognition granted to traditional educational systems


By Service Type

  • Non-Interactive/Spectator Service: A small segment within this market, non-interactive edutainment is usually limited to niche topics with low demand. Rather than serving as an in-depth educational tool for these topics, non-interactive edutainment serves as an additional study guide.

  • Interactive/Participatory Service: The larger segment, interactive Edutainment Market is preferred due to its better educational properties, wider knowledge base, and its secondary quality of enhancing social skills, especially for individuals in their formative years.

By Revenue Source

  • Advertising: The largest segment, the principal revenue source for most edutainment services is advertising.

  • Ticket Fees: Ticket fees are charged by some dedicated edutainment apps and resources that wish to concentrate on the source matter without concern for the concessions that must be undertaken for an advertising-based revenue model.

  • Partnership: Realizing the advantage of Edutainment Market many schools, universities, and other educational institutes partner with edutainment companies. This ensures an excellent hybridization where the edutainment company gains official recognition due to their tie-ups while the educational institutes get an excellent tool with which to enhance their knowledge imparting capabilities.

By End User

  • Individuals: A large segment, individuals contribute heavily within the edutainment video game market as video games are bought individually.

  • Schools: The largest market within this segment, schools are increasingly tying up with edutainment companies to provide handy tools and apps for their students to learn on.

  • Universities: Universities are a growing market segment for edutainment. Almost all university students have either a smart device or a PC.

By Region

  • North America: Edutainment has a strong presence in North America. This region is responsible for many games and shows which are created specifically for their educational value.

  • Europe: Embracing the concept of edutainment completely, Europe is an excellent market for all types of edutainment services with numerous collaborations with public and private schools as well as numerous universities.

  • Asia-Pacific: The largest market for edutainment, Asia-Pacific has the highest number of smart device users and a very large pre-adult population, factors which are driving the market for the region. The presence of numerous edutainment companies and very strong educational competition is further aiding in the growth of the market.

  • Middle East & Africa: This region has a lot of market potential due to the very large percentage of young individuals and a gradual percolation of smart devices.

  • South America: The South American market is small, but it offers a tremendous advantage due to the use of Spanish throughout most of its constituent countries, making it easy to design apps and games.

Edutainment Market Key Players

  • Brightcove Inc.

  • Tata Sons Private Limited

  • KNeoMedia Limited

  • KidZania Operations S.A.R.L.

  • Kramer Electronics

  • LEGOLAND Discovery Center

  • Kaltura, Inc.

  • Kidz Holding S.A.L.

  • AEL Data Services LLP

  • Meraas

  • Reliance Jio Infocomm Limited

  • d'Vinci Interactive, Inc.

  • zSpace, Inc

  • Time4Learning, Inc.

Frequently Asked Questions (FAQ) :

Global edutainment market is projected to grow at approximately 11.61% CAGR during the assessment period (2019-2025).

The valuation of the global edutainment market is estimated to increase to USD 10.11 BN by the end of 2025.

Increase in smart device users, increased adoption of edutainment due to simplified game design processes, and excellent platform for languages and history, are major tailwinds pushing the growth of the global edutainment market.

The Asia Pacific region holds the largest share in the global edutainment market, followed by North America and Europe, respectively.

Brightcove Inc., Tata Sons Private Limited, KNeoMedia Limited, KidZania Operations S.A.R.L., Kramer Electronics, LEGOLAND Discovery Center, Kaltura, Inc., Kidz Holding S.A.L., AEL Data Services LLP, Meraas, Reliance Jio Infocomm Limited, d'Vinci Interactive, Inc., zSpace, Inc, and Time4Learning, Inc., are some of the top players operating in the global virtual dressing room market.