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市場調查報告書
商品編碼
1614102

教育娛樂市場:按內容類型、平台和最終用戶分類 - 2025-2030 年全球預測

Edutainment Market by Content Type (Academic Subjects, Creativity & Arts, Health & Fitness), Platform (Books & eBooks, Games & Interactive Systems, Mobile Apps), End-User - Global Forecast 2025-2030

出版日期: | 出版商: 360iResearch | 英文 186 Pages | 商品交期: 最快1-2個工作天內

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2023年,教育娛樂市場價值為42.8億美元,預計到2024年將達到49.4億美元,複合年成長率為15.87%,到2030年將達到120.1億美元。

教育娛樂市場是教育和娛樂的融合,涵蓋廣泛的數位平台、媒體、遊戲和旨在同時教育和娛樂的活動。這個市場很重要,因為對吸引從兒童到成人的廣泛人群的引人入勝的學習體驗的需求不斷成長。應用範圍從互動博物館展覽到教育行動應用程式,促進兒童的認知發展和成人的持續學習機會。最終用途範圍廣泛,包括教育機構、遊戲公司、內容創作者、家長、學生等。關鍵的成長要素包括擴增實境實境和虛擬實境等技術進步、網路普及率的提高以及疫情期間和疫情期間不斷變化的學習偏好。利用這些技術開發創新內容,創造身臨其境型的教育體驗,創造尖端的商機。教育娛樂的個人化和自我調整學習透過適應個人的學習節奏和風格提供了巨大的可能性。然而,也存在競爭激烈、內容品管以及維持娛樂教育價值等挑戰。特別是在新興市場,數位落差問題會阻礙市場開拓。創新可以專注於人工智慧驅動的個人化學習平台以及教育工作者、技術專家和創作者之間的相互協作,以設計引人入勝的教育內容。可以透過瞄準職業培訓和技術技能教育等利基市場來建立永續的經營模式。隨著數位轉型的持續,市場預計將變得越來越活躍,基於雲端基礎的解決方案和增強的連接性將推動全球擴張。鼓勵希望進入這一市場的公司投資學習者參與策略的研究,並與教育機構和科技公司建立策略夥伴關係關係。持續適應科技趨勢和消費者回饋對於駕馭複雜的環境和抓住教育娛樂領域固有的成長潛力至關重要。

主要市場統計
基準年[2023] 42.8億美元
預計年份 [2024] 49.4億美元
預測年份 [2030] 120.1億美元
複合年成長率(%) 15.87%

市場動態:揭示快速發展的教育娛樂市場的關鍵市場洞察

供需的動態交互作用正在改變教育娛樂市場。透過了解這些不斷變化的市場動態,公司可以準備好做出明智的投資決策、完善策略決策並抓住新的商機。全面了解這些趨勢可以幫助企業降低政治、地理、技術、社會和經濟領域的風險,同時也能幫助企業了解消費行為及其對製造業的影響。

  • 市場促進因素
    • 透過現代互動方式提高優質教育的需求
    • 開發數位學習基礎設施
    • 擴大教育娛樂在商業部門培訓和技能發展的應用
  • 市場限制因素
    • 缺乏IT基礎設施,培訓師在引進教育娛樂時缺乏理解
  • 市場機會
    • AR、VR 和 AI 在教育娛樂解決方案中的日益融合
    • 透過教育娛樂的方式學習新語言
  • 市場挑戰
    • 創建符合學習目標和課程的適當遊戲設計的潛在障礙

波特的五力:駕馭教育娛樂市場的策略工具

波特的五力架構是了解教育娛樂市場競爭格局的重要工具。波特的五力框架為評估公司的競爭地位和探索策略機會提供了清晰的方法。該框架可幫助公司評估市場動態並確定新業務的盈利。這些見解使公司能夠利用自己的優勢,解決弱點並避免潛在的挑戰,從而確保更強大的市場地位。

PESTLE分析:了解教育娛樂市場的外部影響

外部宏觀環境因素在塑造教育娛樂市場的表現動態方面發揮著至關重要的作用。對政治、經濟、社會、技術、法律和環境因素的分析提供了應對這些影響所需的資訊。透過調查 PESTLE 因素,公司可以更了解潛在的風險和機會。這種分析可以幫助公司預測法規、消費者偏好和經濟趨勢的變化,並幫助他們做出積極主動的決策。

市場佔有率分析 了解教育娛樂市場的競爭狀況

對教育娛樂市場的詳細市場佔有率分析可以對供應商績效進行全面評估。公司可以透過比較收益、客戶群和成長率等關鍵指標來揭示其競爭地位。該分析揭示了市場集中、分散和整合的趨勢,為供應商提供了製定策略決策所需的洞察力,使他們能夠在日益激烈的競爭中佔有一席之地。

FPNV定位矩陣教育娛樂市場供應商績效評估

FPNV定位矩陣是評估教育娛樂市場供應商的重要工具。此矩陣允許業務組織根據商務策略和產品滿意度評估供應商,從而做出與其目標相符的明智決策。這四個象限使您能夠清晰、準確地分類供應商,以確定最能滿足您的策略目標的合作夥伴和解決方案。

策略分析和建議描繪了在教育娛樂市場的成功之路

對於旨在加強其在全球市場的影響力的公司來說,教育娛樂市場的策略分析至關重要。透過考慮關鍵資源、能力和績效指標,公司可以識別成長機會並努力改進。這種方法使您能夠克服競爭環境中的挑戰,利用新的商機並取得長期成功。

本報告對市場進行了全面分析,涵蓋關鍵重點領域:

1. 市場滲透率:詳細檢視當前市場環境、主要企業的廣泛資料、評估其在市場中的影響力和整體影響力。

2. 市場開拓:辨識新興市場的成長機會,評估現有領域的擴張潛力,並提供未來成長的策略藍圖。

3. 市場多元化:分析近期產品發布、開拓地區、關鍵產業進展、塑造市場的策略投資。

4. 競爭評估與情報:徹底分析競爭格局,檢驗市場佔有率、業務策略、產品系列、認證、監理核准、專利趨勢、主要企業的技術進步等。

5. 產品開發與創新:重點在於有望推動未來市場成長的最尖端科技、研發活動和產品創新。

我們也回答重要問題,幫助相關人員做出明智的決策:

1.目前的市場規模和未來的成長預測是多少?

2. 哪些產品、區隔市場和地區提供最佳投資機會?

3.塑造市場的主要技術趨勢和監管影響是什麼?

4.主要廠商的市場佔有率和競爭地位如何?

5. 推動供應商市場進入和退出策略的收益來源和策略機會是什麼?

目錄

第1章 前言

第2章調查方法

第3章執行摘要

第4章市場概況

第5章市場洞察

  • 市場動態
    • 促進因素
      • 透過現代互動方式提高優質教育的需求
      • 提高學習數位基礎設施的可用性
      • 更多地利用教育娛樂的方式進行商業部門的培訓和技能發展
    • 抑制因素
      • IT基礎設施基礎設施的可用性有限,培訓師對教育娛樂的實施缺乏了解
    • 機會
      • AR、VR 和 AI 在教育娛樂解決方案中的日益融合
      • 透過教育娛樂的方式學習新語言
    • 任務
      • 創建符合學習目標和課程的適當遊戲設計的潛在障礙
  • 市場區隔分析
    • 內容類型:迎合廣泛年齡層和興趣的教育娛樂內容越來越受歡迎。
    • 最終使用者:成人中教育娛樂的採用率很高,提供彈性的學習機會
  • 波特五力分析
  • PESTEL分析
    • 政治的
    • 經濟
    • 社群
    • 技術的
    • 合法地
    • 環境

第6章依內容類型分類的教育娛樂市場

  • 學術領域
  • 創造力和藝術
  • 健康與健身
  • 生活技能

第7章教育娛樂市場:依平台分類

  • 書籍和電子書
  • 遊戲和互動系統
  • 行動應用程式
  • 線上平台和網站
  • 電視和電影

第 8 章教育娛樂市場:依最終用戶分類

  • 成人
  • 孩子們
  • 青少年
  • 嬰兒/學齡前兒童

第9章美洲教育娛樂市場

  • 阿根廷
  • 巴西
  • 加拿大
  • 墨西哥
  • 美國

第10章亞太地區教育娛樂市場

  • 澳洲
  • 中國
  • 印度
  • 印尼
  • 日本
  • 馬來西亞
  • 菲律賓
  • 新加坡
  • 韓國
  • 台灣
  • 泰國
  • 越南

第11章 歐洲、中東和非洲的教育娛樂市場

  • 丹麥
  • 埃及
  • 芬蘭
  • 法國
  • 德國
  • 以色列
  • 義大利
  • 荷蘭
  • 奈及利亞
  • 挪威
  • 波蘭
  • 卡達
  • 俄羅斯
  • 沙烏地阿拉伯
  • 南非
  • 西班牙
  • 瑞典
  • 瑞士
  • 土耳其
  • 阿拉伯聯合大公國
  • 英國

第12章競爭格局

  • 2023 年市場佔有率分析
  • FPNV 定位矩陣,2023
  • 競爭情境分析
    • Ascend 正在透過人工智慧徹底改變個人化學習和技能發展
    • Imarticus Learning 策略收購 HeroMindmine 為基於遊戲的學習提供動力
    • MentorShow 獲得了大量資金來創新數位學習的培訓和技能發展。
  • 戰略分析和建議

公司名單

  • Animated Technologies Ltd.
  • Archy Learning
  • Batia Infotech
  • Blooket LLC
  • Breakout Inc.
  • Bright Horizons Family Solutions Inc.
  • Centrical
  • Classcraft Studios Inc.
  • Cognitive ToyBox, Inc.
  • Discovery Kids by Discovery Communications, LLC
  • Duolingo, Inc.
  • Hornbill FX Private Limited
  • Hurix Systems Pvt. Ltd.
  • Kahoot!ASA
  • KidZania Operations, Sarl
  • Kuato Studios
  • Layup by Creative eLearning Pvt. Ltd.
  • Legoland Discovery Centre
  • Lumos Labs, Inc.
  • Microsoft Corporation
  • National Geographic Partners, LLC
  • Prodigy Education Inc.
  • Quizlet, Inc.
  • QuoDeck Technologies PLC
  • Schell Games
  • Smart Lumies, Inc.
  • Udemy, Inc.
Product Code: MRR-4A6A214484D7

The Edutainment Market was valued at USD 4.28 billion in 2023, expected to reach USD 4.94 billion in 2024, and is projected to grow at a CAGR of 15.87%, to USD 12.01 billion by 2030.

The edutainment market, an amalgamation of education and entertainment, encompasses a wide scope that includes digital platforms, media, games, and activities designed to educate and entertain simultaneously. This market is critical due to the growing demand for engaging learning experiences that appeal to various demographics, from children to adults. Applications range from interactive museum exhibits to educational mobile applications, fostering both cognitive development in children and continuous learning opportunities for adults. The end-use scope is broad, encompassing educational institutions, gaming companies, content creators, parents, and students. Key growth factors include technological advancements such as augmented and virtual reality, increasing internet penetration, and evolving learning preferences during and post-pandemic. Latest opportunities arise from developing innovative content that leverages these technologies to create immersive educational experiences. Personalization and adaptive learning in edutainment offer significant potential, catering to individual learning paces and styles. However, challenges exist, including high competition, content quality control, and maintaining educational value amidst entertainment. Market growth can be hindered by digital divide issues, particularly in developing regions. Innovations can focus on AI-driven personalized learning platforms and cross-collaboration between educators, technologists, and creatives to design compelling educational content. Sustainable business models can be built by targeting niche markets such as professional training and specialized skills education. As digital transformation continues, the market is expected to become increasingly dynamic, with cloud-based solutions and enhanced connectivity fostering global expansion. For businesses looking to capitalize on this market, investing in research on learner engagement strategies and forming strategic partnerships with educational bodies and tech firms is recommended. Remaining adaptable to tech trends and consumer feedback will be crucial in navigating the complexities and seizing the growth potential inherent in the edutainment sector.

KEY MARKET STATISTICS
Base Year [2023] USD 4.28 billion
Estimated Year [2024] USD 4.94 billion
Forecast Year [2030] USD 12.01 billion
CAGR (%) 15.87%

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving Edutainment Market

The Edutainment Market is undergoing transformative changes driven by a dynamic interplay of supply and demand factors. Understanding these evolving market dynamics prepares business organizations to make informed investment decisions, refine strategic decisions, and seize new opportunities. By gaining a comprehensive view of these trends, business organizations can mitigate various risks across political, geographic, technical, social, and economic domains while also gaining a clearer understanding of consumer behavior and its impact on manufacturing costs and purchasing trends.

  • Market Drivers
    • Rising demand for quality education with a modern and interactive approach
    • Improved availability of digital infrastructure for learning
    • Growing usage of edutainment in the commercial sector for training & skill development
  • Market Restraints
    • Limited availability of IT infrastructure and lack of understanding among trainers in implementing edutainment
  • Market Opportunities
    • Growing integration of AR, VR, and AI in edutainment solutions
    • Adoption of edutainment for learning new languages
  • Market Challenges
    • Potential barriers to creating suitable game designs that meet the learning objectives and curriculum

Porter's Five Forces: A Strategic Tool for Navigating the Edutainment Market

Porter's five forces framework is a critical tool for understanding the competitive landscape of the Edutainment Market. It offers business organizations with a clear methodology for evaluating their competitive positioning and exploring strategic opportunities. This framework helps businesses assess the power dynamics within the market and determine the profitability of new ventures. With these insights, business organizations can leverage their strengths, address weaknesses, and avoid potential challenges, ensuring a more resilient market positioning.

PESTLE Analysis: Navigating External Influences in the Edutainment Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the Edutainment Market. Political, Economic, Social, Technological, Legal, and Environmental factors analysis provides the necessary information to navigate these influences. By examining PESTLE factors, businesses can better understand potential risks and opportunities. This analysis enables business organizations to anticipate changes in regulations, consumer preferences, and economic trends, ensuring they are prepared to make proactive, forward-thinking decisions.

Market Share Analysis: Understanding the Competitive Landscape in the Edutainment Market

A detailed market share analysis in the Edutainment Market provides a comprehensive assessment of vendors' performance. Companies can identify their competitive positioning by comparing key metrics, including revenue, customer base, and growth rates. This analysis highlights market concentration, fragmentation, and trends in consolidation, offering vendors the insights required to make strategic decisions that enhance their position in an increasingly competitive landscape.

FPNV Positioning Matrix: Evaluating Vendors' Performance in the Edutainment Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the Edutainment Market. This matrix enables business organizations to make well-informed decisions that align with their goals by assessing vendors based on their business strategy and product satisfaction. The four quadrants provide a clear and precise segmentation of vendors, helping users identify the right partners and solutions that best fit their strategic objectives.

Strategy Analysis & Recommendation: Charting a Path to Success in the Edutainment Market

A strategic analysis of the Edutainment Market is essential for businesses looking to strengthen their global market presence. By reviewing key resources, capabilities, and performance indicators, business organizations can identify growth opportunities and work toward improvement. This approach helps businesses navigate challenges in the competitive landscape and ensures they are well-positioned to capitalize on newer opportunities and drive long-term success.

Key Company Profiles

The report delves into recent significant developments in the Edutainment Market, highlighting leading vendors and their innovative profiles. These include Animated Technologies Ltd., Archy Learning, Batia Infotech, Blooket LLC, Breakout Inc., Bright Horizons Family Solutions Inc., Centrical, Classcraft Studios Inc., Cognitive ToyBox, Inc., Discovery Kids by Discovery Communications, LLC, Duolingo, Inc., Hornbill FX Private Limited, Hurix Systems Pvt. Ltd., Kahoot! ASA, KidZania Operations, S.a.r.l., Kuato Studios, Layup by Creative eLearning Pvt. Ltd., Legoland Discovery Centre, Lumos Labs, Inc., Microsoft Corporation, National Geographic Partners, LLC, Prodigy Education Inc., Quizlet, Inc., QuoDeck Technologies PLC, Schell Games, Smart Lumies, Inc., and Udemy, Inc..

Market Segmentation & Coverage

This research report categorizes the Edutainment Market to forecast the revenues and analyze trends in each of the following sub-markets:

  • Based on Content Type, market is studied across Academic Subjects, Creativity & Arts, Health & Fitness, and Life Skills.
  • Based on Platform, market is studied across Books & eBooks, Games & Interactive Systems, Mobile Apps, Online Platforms & Websites, and Television & Films.
  • Based on End-User, market is studied across Adults, Children, Teenagers, and Toddlers & Preschoolers.
  • Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

The report offers a comprehensive analysis of the market, covering key focus areas:

1. Market Penetration: A detailed review of the current market environment, including extensive data from top industry players, evaluating their market reach and overall influence.

2. Market Development: Identifies growth opportunities in emerging markets and assesses expansion potential in established sectors, providing a strategic roadmap for future growth.

3. Market Diversification: Analyzes recent product launches, untapped geographic regions, major industry advancements, and strategic investments reshaping the market.

4. Competitive Assessment & Intelligence: Provides a thorough analysis of the competitive landscape, examining market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, and technological advancements of key players.

5. Product Development & Innovation: Highlights cutting-edge technologies, R&D activities, and product innovations expected to drive future market growth.

The report also answers critical questions to aid stakeholders in making informed decisions:

1. What is the current market size, and what is the forecasted growth?

2. Which products, segments, and regions offer the best investment opportunities?

3. What are the key technology trends and regulatory influences shaping the market?

4. How do leading vendors rank in terms of market share and competitive positioning?

5. What revenue sources and strategic opportunities drive vendors' market entry or exit strategies?

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Rising demand for quality education with a modern and interactive approach
      • 5.1.1.2. Improved availability of digital infrastructure for learning
      • 5.1.1.3. Growing usage of edutainment in the commercial sector for training & skill development
    • 5.1.2. Restraints
      • 5.1.2.1. Limited availability of IT infrastructure and lack of understanding among trainers in implementing edutainment
    • 5.1.3. Opportunities
      • 5.1.3.1. Growing integration of AR, VR, and AI in edutainment solutions
      • 5.1.3.2. Adoption of edutainment for learning new languages
    • 5.1.4. Challenges
      • 5.1.4.1. Potential barriers to creating suitable game designs that meet the learning objectives and curriculum
  • 5.2. Market Segmentation Analysis
    • 5.2.1. Content Type: Growing popularity of edutainment content that cater to a wide range of age groups and interests
    • 5.2.2. End-User: High adoption of edutainment among adults to provide flexible learning opportunities
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental

6. Edutainment Market, by Content Type

  • 6.1. Introduction
  • 6.2. Academic Subjects
  • 6.3. Creativity & Arts
  • 6.4. Health & Fitness
  • 6.5. Life Skills

7. Edutainment Market, by Platform

  • 7.1. Introduction
  • 7.2. Books & eBooks
  • 7.3. Games & Interactive Systems
  • 7.4. Mobile Apps
  • 7.5. Online Platforms & Websites
  • 7.6. Television & Films

8. Edutainment Market, by End-User

  • 8.1. Introduction
  • 8.2. Adults
  • 8.3. Children
  • 8.4. Teenagers
  • 8.5. Toddlers & Preschoolers

9. Americas Edutainment Market

  • 9.1. Introduction
  • 9.2. Argentina
  • 9.3. Brazil
  • 9.4. Canada
  • 9.5. Mexico
  • 9.6. United States

10. Asia-Pacific Edutainment Market

  • 10.1. Introduction
  • 10.2. Australia
  • 10.3. China
  • 10.4. India
  • 10.5. Indonesia
  • 10.6. Japan
  • 10.7. Malaysia
  • 10.8. Philippines
  • 10.9. Singapore
  • 10.10. South Korea
  • 10.11. Taiwan
  • 10.12. Thailand
  • 10.13. Vietnam

11. Europe, Middle East & Africa Edutainment Market

  • 11.1. Introduction
  • 11.2. Denmark
  • 11.3. Egypt
  • 11.4. Finland
  • 11.5. France
  • 11.6. Germany
  • 11.7. Israel
  • 11.8. Italy
  • 11.9. Netherlands
  • 11.10. Nigeria
  • 11.11. Norway
  • 11.12. Poland
  • 11.13. Qatar
  • 11.14. Russia
  • 11.15. Saudi Arabia
  • 11.16. South Africa
  • 11.17. Spain
  • 11.18. Sweden
  • 11.19. Switzerland
  • 11.20. Turkey
  • 11.21. United Arab Emirates
  • 11.22. United Kingdom

12. Competitive Landscape

  • 12.1. Market Share Analysis, 2023
  • 12.2. FPNV Positioning Matrix, 2023
  • 12.3. Competitive Scenario Analysis
    • 12.3.1. Ascend is Revolutionizing Personalized Learning and Skill Development through AI
    • 12.3.2. Imarticus Learning's Strategic Acquisition of HeroMindmine for Enhanced Game-Based Learning
    • 12.3.3. MentorShow Acquired a Significant Funding to Revolutionizing Digital Learning for Training and Skills Development
  • 12.4. Strategy Analysis & Recommendation

Companies Mentioned

  • 1. Animated Technologies Ltd.
  • 2. Archy Learning
  • 3. Batia Infotech
  • 4. Blooket LLC
  • 5. Breakout Inc.
  • 6. Bright Horizons Family Solutions Inc.
  • 7. Centrical
  • 8. Classcraft Studios Inc.
  • 9. Cognitive ToyBox, Inc.
  • 10. Discovery Kids by Discovery Communications, LLC
  • 11. Duolingo, Inc.
  • 12. Hornbill FX Private Limited
  • 13. Hurix Systems Pvt. Ltd.
  • 14. Kahoot! ASA
  • 15. KidZania Operations, S.a.r.l.
  • 16. Kuato Studios
  • 17. Layup by Creative eLearning Pvt. Ltd.
  • 18. Legoland Discovery Centre
  • 19. Lumos Labs, Inc.
  • 20. Microsoft Corporation
  • 21. National Geographic Partners, LLC
  • 22. Prodigy Education Inc.
  • 23. Quizlet, Inc.
  • 24. QuoDeck Technologies PLC
  • 25. Schell Games
  • 26. Smart Lumies, Inc.
  • 27. Udemy, Inc.

LIST OF FIGURES

  • FIGURE 1. EDUTAINMENT MARKET RESEARCH PROCESS
  • FIGURE 2. EDUTAINMENT MARKET SIZE, 2023 VS 2030
  • FIGURE 3. GLOBAL EDUTAINMENT MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 4. GLOBAL EDUTAINMENT MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 5. GLOBAL EDUTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 6. GLOBAL EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2023 VS 2030 (%)
  • FIGURE 7. GLOBAL EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 8. GLOBAL EDUTAINMENT MARKET SIZE, BY PLATFORM, 2023 VS 2030 (%)
  • FIGURE 9. GLOBAL EDUTAINMENT MARKET SIZE, BY PLATFORM, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 10. GLOBAL EDUTAINMENT MARKET SIZE, BY END-USER, 2023 VS 2030 (%)
  • FIGURE 11. GLOBAL EDUTAINMENT MARKET SIZE, BY END-USER, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 12. AMERICAS EDUTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 13. AMERICAS EDUTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 14. UNITED STATES EDUTAINMENT MARKET SIZE, BY STATE, 2023 VS 2030 (%)
  • FIGURE 15. UNITED STATES EDUTAINMENT MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 16. ASIA-PACIFIC EDUTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 17. ASIA-PACIFIC EDUTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 18. EUROPE, MIDDLE EAST & AFRICA EDUTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 19. EUROPE, MIDDLE EAST & AFRICA EDUTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 20. EDUTAINMENT MARKET SHARE, BY KEY PLAYER, 2023
  • FIGURE 21. EDUTAINMENT MARKET, FPNV POSITIONING MATRIX, 2023

LIST OF TABLES

  • TABLE 1. EDUTAINMENT MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
  • TABLE 3. GLOBAL EDUTAINMENT MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. GLOBAL EDUTAINMENT MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 5. GLOBAL EDUTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 6. EDUTAINMENT MARKET DYNAMICS
  • TABLE 7. GLOBAL EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 8. GLOBAL EDUTAINMENT MARKET SIZE, BY ACADEMIC SUBJECTS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. GLOBAL EDUTAINMENT MARKET SIZE, BY CREATIVITY & ARTS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. GLOBAL EDUTAINMENT MARKET SIZE, BY HEALTH & FITNESS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 11. GLOBAL EDUTAINMENT MARKET SIZE, BY LIFE SKILLS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 12. GLOBAL EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 13. GLOBAL EDUTAINMENT MARKET SIZE, BY BOOKS & EBOOKS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 14. GLOBAL EDUTAINMENT MARKET SIZE, BY GAMES & INTERACTIVE SYSTEMS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 15. GLOBAL EDUTAINMENT MARKET SIZE, BY MOBILE APPS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 16. GLOBAL EDUTAINMENT MARKET SIZE, BY ONLINE PLATFORMS & WEBSITES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 17. GLOBAL EDUTAINMENT MARKET SIZE, BY TELEVISION & FILMS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 18. GLOBAL EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 19. GLOBAL EDUTAINMENT MARKET SIZE, BY ADULTS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 20. GLOBAL EDUTAINMENT MARKET SIZE, BY CHILDREN, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 21. GLOBAL EDUTAINMENT MARKET SIZE, BY TEENAGERS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 22. GLOBAL EDUTAINMENT MARKET SIZE, BY TODDLERS & PRESCHOOLERS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 23. AMERICAS EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 24. AMERICAS EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 25. AMERICAS EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 26. AMERICAS EDUTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 27. ARGENTINA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 28. ARGENTINA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 29. ARGENTINA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 30. BRAZIL EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 31. BRAZIL EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 32. BRAZIL EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 33. CANADA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 34. CANADA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 35. CANADA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 36. MEXICO EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 37. MEXICO EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 38. MEXICO EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 39. UNITED STATES EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 40. UNITED STATES EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 41. UNITED STATES EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 42. UNITED STATES EDUTAINMENT MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 43. ASIA-PACIFIC EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 44. ASIA-PACIFIC EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 45. ASIA-PACIFIC EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 46. ASIA-PACIFIC EDUTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 47. AUSTRALIA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 48. AUSTRALIA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 49. AUSTRALIA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 50. CHINA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 51. CHINA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 52. CHINA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 53. INDIA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 54. INDIA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 55. INDIA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 56. INDONESIA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 57. INDONESIA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 58. INDONESIA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 59. JAPAN EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 60. JAPAN EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 61. JAPAN EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 62. MALAYSIA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 63. MALAYSIA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 64. MALAYSIA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 65. PHILIPPINES EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 66. PHILIPPINES EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 67. PHILIPPINES EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 68. SINGAPORE EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 69. SINGAPORE EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 70. SINGAPORE EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 71. SOUTH KOREA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 72. SOUTH KOREA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 73. SOUTH KOREA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 74. TAIWAN EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 75. TAIWAN EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 76. TAIWAN EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 77. THAILAND EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 78. THAILAND EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 79. THAILAND EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 80. VIETNAM EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 81. VIETNAM EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 82. VIETNAM EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 83. EUROPE, MIDDLE EAST & AFRICA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 84. EUROPE, MIDDLE EAST & AFRICA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 85. EUROPE, MIDDLE EAST & AFRICA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 86. EUROPE, MIDDLE EAST & AFRICA EDUTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 87. DENMARK EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 88. DENMARK EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 89. DENMARK EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 90. EGYPT EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 91. EGYPT EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 92. EGYPT EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 93. FINLAND EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 94. FINLAND EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 95. FINLAND EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 96. FRANCE EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 97. FRANCE EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 98. FRANCE EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 99. GERMANY EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 100. GERMANY EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 101. GERMANY EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 102. ISRAEL EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 103. ISRAEL EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 104. ISRAEL EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 105. ITALY EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 106. ITALY EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 107. ITALY EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 108. NETHERLANDS EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 109. NETHERLANDS EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 110. NETHERLANDS EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 111. NIGERIA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 112. NIGERIA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 113. NIGERIA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 114. NORWAY EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 115. NORWAY EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 116. NORWAY EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 117. POLAND EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 118. POLAND EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 119. POLAND EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 120. QATAR EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 121. QATAR EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 122. QATAR EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 123. RUSSIA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 124. RUSSIA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 125. RUSSIA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 126. SAUDI ARABIA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 127. SAUDI ARABIA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 128. SAUDI ARABIA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 129. SOUTH AFRICA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 130. SOUTH AFRICA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 131. SOUTH AFRICA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 132. SPAIN EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 133. SPAIN EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 134. SPAIN EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 135. SWEDEN EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 136. SWEDEN EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 137. SWEDEN EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 138. SWITZERLAND EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 139. SWITZERLAND EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 140. SWITZERLAND EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 141. TURKEY EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 142. TURKEY EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 143. TURKEY EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 144. UNITED ARAB EMIRATES EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 145. UNITED ARAB EMIRATES EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 146. UNITED ARAB EMIRATES EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 147. UNITED KINGDOM EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 148. UNITED KINGDOM EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 149. UNITED KINGDOM EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 150. EDUTAINMENT MARKET SHARE, BY KEY PLAYER, 2023
  • TABLE 151. EDUTAINMENT MARKET, FPNV POSITIONING MATRIX, 2023