封面
市場調查報告書
商品編碼
1629000

教育娛樂市場規模、佔有率、成長分析、按類型、年齡層、收益來源、最終用戶、地區 - 產業預測,2025-2032 年

Edutainment Market Market Size, Share, Growth Analysis, By Type (Interactive, Non-Interactive), By Age Group (Children (0-12 years), Teenagers (13-18 years)), By Revenue Source, By End-User, By Region - Industry Forecast 2025-2032

出版日期: | 出版商: SkyQuest | 英文 209 Pages | 商品交期: 3-5個工作天內

價格
簡介目錄

2023年全球教育娛樂市場規模將為42億美元,從2024年的46.8億美元成長到2032年的111.9億美元,預測期(2025-2032)預計複合年成長率為11.5%。

由於對互動和身臨其境型學習體驗的需求不斷成長,全球教育娛樂市場正在顯著成長。教育和娛樂的融合創造了一個充滿活力的利基市場,其中教育內容以引人入勝的方式提供。這一成長主要是由擴增實境(AR)、虛擬實境 (VR) 和遊戲化等數位技術的廣泛採用所推動的,這些技術顯著增強了學習體驗。此外,COVID-19 大流行加速了向線上學習平台的過渡,為教育娛樂提供者開闢了新的途徑。隨著對有吸引力的教育內容的需求和對終身學習的關注的增加,教育娛樂行業預計將在未來繼續擴大。

目錄

介紹

  • 研究目的
  • 調查範圍
  • 定義

調查方法

  • 資訊採購
  • 二手資料和主要資料方法
  • 市場規模預測
  • 市場假設與限制

執行摘要

  • 全球市場展望
  • 供需趨勢分析
  • 按細分市場的機會分析

市場動態及展望

  • 市場概況
  • 市場規模
  • 市場動態
    • 促進因素和機遇
    • 限制因素和挑戰
  • 波特的分析

主要市場考察

  • 關鍵成功因素
  • 競爭程度
  • 關鍵投資機會
  • 市場生態系統
  • 市場吸引力指數(2024年)
  • PESTEL分析
  • 總體經濟指標
  • 價值鏈分析
  • 價格分析
  • 案例研究
  • 技術進步
  • 監管環境
  • 客戶和購買標準分析
  • Start-Ups分析
  • 專利分析

全球教育娛樂市場規模:按類型分類的複合年成長率(2025-2032)

  • 市場概況
  • 交互作用
    • 數位遊戲
    • 模擬
    • 虛擬實境(VR)
  • 非互動式
    • 展品
    • 主題景點

全球教育娛樂市場規模:依年齡層別分類的複合年成長率(2025-2032)

  • 市場概況
  • 兒童(0-12歲)
  • 青少年(13-18歲)
  • 青年(19-25歲)
  • 成人(26歲以上)

全球教育娛樂市場規模:依收益來源分類的複合年成長率(2025-2032)

  • 市場概況
  • 入場費/門票
  • 商品銷售
  • 廣告
  • 贊助

全球教育娛樂市場規模:最終用戶複合年成長率(2025-2032)

  • 市場概況
  • 學校
    • 小學
    • 中學
  • 家庭用戶
  • 商業設施
    • 博物館
    • 科學中心
    • 動物園/水族館
    • 主題樂園

全球教育娛樂市場規模/複合年成長率(2025-2032)

  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 德國
    • 西班牙
    • 法國
    • 英國
    • 義大利
    • 其他歐洲國家地區
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 其他亞太地區
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲地區
  • 中東/非洲
    • 海灣合作理事會國家
    • 南非
    • 其他中東/非洲

競爭資訊

  • 前5名企業對比
  • 主要企業市場定位(2024年)
  • 主要市場參與者所採取的策略
  • 近期市場趨勢
  • 公司市場佔有率分析(2024年)
  • 主要企業簡介
    • 公司簡介
    • 產品系列分析
    • 按公司分公司分類的股份分析
    • 收益與前一年同期比較(2022-2024)

主要企業簡介

  • The Walt Disney Company(USA)
  • Sony Group Corporation(Japan)
  • Mattel, Inc.(USA)
  • Hasbro, Inc.(USA)
  • LEGO Group(Denmark)
  • Discovery, Inc.(USA)
  • Merlin Entertainments(UK)
  • Kidzania(Mexico)
  • Pororo Parks(South Korea)
  • Jenzabar, Inc.(USA)
  • Promethean Limited(UK)
  • Viator, Inc.(USA)
  • SEGA Corporation(Japan)
  • Bungie, Inc.(USA)
  • Edsys Pvt. Ltd.(India)
  • PopReach Corporation(Canada)
  • Gardaland Srl(Italy)
  • Kindercity(Switzerland)

結論和建議

簡介目錄
Product Code: SQMIG50I2008

Global Edutainment Market size was valued at USD 4.2 billion in 2023 and is poised to grow from USD 4.68 billion in 2024 to USD 11.19 billion by 2032, growing at a CAGR of 11.5% during the forecast period (2025-2032).

The global edutainment market is witnessing remarkable growth, driven by a rising demand for interactive and immersive learning experiences. The integration of education and entertainment has formed a dynamic niche where educational content is delivered engagingly. This growth is primarily fueled by the wider adoption of digital technologies, including augmented reality (AR), virtual reality (VR), and gamification, which significantly enhance the learning experience. Furthermore, the COVID-19 pandemic has expedited the transition to online learning platforms, opening up new avenues for edutainment providers. As the focus on lifelong learning intensifies alongside the need for captivating educational content, the edutainment sector is well-positioned for sustained expansion in the years ahead.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Edutainment market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global Edutainment Market Segmental Analysis

Global Edutainment Market is segmented by Type, Age Group, Revenue Source, End-User and region. Based on Type, the market is segmented into Interactive and Non-Interactive. Based on Age Group, the market is segmented into Children (0-12 years), Teenagers (13-18 years), Young Adults (19-25 years) and Adults (26+ years). Based on Revenue Source, the market is segmented into Entry Fees & Tickets, Merchandise Sales, Advertising and Sponsorships. Based on End-User, the market is segmented into Schools, Home Users and Commercial Establishments. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Global Edutainment Market

A significant driver of the global edutainment market is the increasing desire for dynamic and participatory learning experiences. With traditional educational methods evolving to incorporate digital tools and technology, edutainment presents a distinctive blend of entertainment and educational content that captures the interest of learners across various age groups. This innovative approach not only boosts engagement and motivation but also improves knowledge retention, ultimately contributing to the widespread adoption of edutainment solutions in diverse learning environments. As a result, the market is witnessing a surge in demand for interactive platforms that facilitate enjoyable and meaningful educational experiences.

Restraints in the Global Edutainment Market

A significant challenge facing the global Edutainment market is the absence of standardized quality control and regulatory oversight. As edutainment products and services multiply rapidly, it becomes essential to guarantee the accuracy and effectiveness of the educational content offered. This highlights the pressing need for comprehensive quality assurance mechanisms and regulatory frameworks designed to uphold the integrity of educational materials, ultimately safeguarding learners from misleading or inappropriate information. Implementing industry standards and guidelines is vital to overcoming this difficulty, as it would enhance credibility and foster greater trust within the edutainment sector, benefiting both consumers and providers alike.

Market Trends of the Global Edutainment Market

The global Edutainment market is witnessing a notable trend towards immersive and interactive learning experiences, fueled by technological advancements. As educators and content creators increasingly focus on integrating educational materials with interactive entertainment, platforms are harnessing virtual reality (VR), augmented reality (AR), and gamification. This evolution aims to captivate diverse learners and inspire them through engaging and personalized activities. Traditional education methods are often perceived as less effective in maintaining student interest, prompting the shift towards edutainment solutions that prioritize enjoyment alongside knowledge acquisition. Consequently, the market is evolving, making learning not only accessible but also an engaging and rewarding journey for all ages.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis
  • Case Studies
  • Technology Advancement
  • Regulatory Landscape
  • Customer & Buying Criteria Analysis
  • Startup Analysis
  • Patent Analysis

Global Edutainment Market Size by Type & CAGR (2025-2032)

  • Market Overview
  • Interactive
    • Digital Games
    • Simulations
    • Virtual Reality (VR)
  • Non-Interactive
    • Exhibits
    • Themed Attractions

Global Edutainment Market Size by Age Group & CAGR (2025-2032)

  • Market Overview
  • Children (0-12 years)
  • Teenagers (13-18 years)
  • Young Adults (19-25 years)
  • Adults (26+ years)

Global Edutainment Market Size by Revenue Source & CAGR (2025-2032)

  • Market Overview
  • Entry Fees & Tickets
  • Merchandise Sales
  • Advertising
  • Sponsorships

Global Edutainment Market Size by End-User & CAGR (2025-2032)

  • Market Overview
  • Schools
    • Primary Schools
    • Secondary Schools
  • Home Users
  • Commercial Establishments
    • Museums
    • Science Centers
    • Zoos and Aquariums
    • Theme Parks

Global Edutainment Market Size & CAGR (2025-2032)

  • North America (Type, Age Group, Revenue Source, End-User)
    • US
    • Canada
  • Europe (Type, Age Group, Revenue Source, End-User)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Type, Age Group, Revenue Source, End-User)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Type, Age Group, Revenue Source, End-User)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Type, Age Group, Revenue Source, End-User)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

Key Company Profiles

  • The Walt Disney Company (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sony Group Corporation (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Mattel, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Hasbro, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • LEGO Group (Denmark)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Discovery, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Merlin Entertainments (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Kidzania (Mexico)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Pororo Parks (South Korea)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Jenzabar, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Promethean Limited (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Viator, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • SEGA Corporation (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Bungie, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Edsys Pvt. Ltd. (India)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • PopReach Corporation (Canada)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Gardaland Srl (Italy)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Kindercity (Switzerland)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations