封面
市場調查報告書
商品編碼
1675203

2025 年教育娛樂全球市場報告

Edutainment Global Market Report 2025

出版日期: | 出版商: The Business Research Company | 英文 200 Pages | 商品交期: 2-10個工作天內

價格
簡介目錄

預計未來幾年教育娛樂市場規模將快速成長。到 2029 年,這一數字將成長至 157.3 億美元,年複合成長率(CAGR)為 16.9%。預測期內的成長可歸因於可近性和整體性、家長參與學習、政府對教育娛樂的支持、持續學習文化以及社會學習功能的融入等。預測期內的關鍵趨勢包括虛擬實境和擴增實境教育娛樂、教育遊戲化、教育應用程式和平台、學習中的人工智慧 (AI) 以及與內容創作者的合作。

預計在預測期內,全球範圍內對教育娛樂的日益普及將推動教育娛樂市場的擴張。這個概念將娛樂與教育結合起來,為孩子們提供一個引人入勝的學習環境。教育娛樂透過引入激發求知欲的概念,顯著增強了學習體驗。透過扮演自己喜歡的角色、探索自己喜歡的地方,孩子們自然而然地激發了他們的好奇心,培養了正面的能量,建立了自信。例如,總部設在法國的國際組織聯合國教育、科學及文化組織(UNESCO)在2023年9月報告稱,為了使聯合國成員國實現其教育目標,到2030年每年必須有140萬兒童接受早期兒童教育。此外,小學教育完成率需要提高近三倍。預計這將導致全球範圍內對教育娛樂的採用增加,從而推動教育娛樂市場的成長。

預計教育產業的擴張將成為不久的將來推動教育娛樂市場成長的關鍵因素。教育部門涵蓋提供正規教學、促進學習和個人發展的整個系統和基礎設施。教育娛樂是教育與娛樂的融合,它透過提高參與度、互動性和有效性來重塑教育環境。教育娛樂平台靈活,可適應個人的學習節奏和風格,滿足不同類型的學習者的需求。例如,雪梨科技大學 2023 年 7 月發布的一份報告發現,美國在 2022 年達到了中學畢業率的最高水平,28% 的人口實現了這一里程碑。在英國,2022 年 73.2% 的中學畢業生通過了 GCSE 考試。截至 2021 年,澳洲共有超過 395 萬名學生就讀公立和私立學校,是不斷成長的教育產業的主要貢獻者,刺激了教育娛樂市場的擴張。

目錄

第1章執行摘要

第2章 市場特徵

第3章 市場趨勢與策略

第4章 市場 - 宏觀經濟情境 宏觀經濟情境包括利率、通膨、地緣政治、新冠疫情和市場復甦的影響

第5章 全球成長分析與策略分析框架

  • 全球教育娛樂PESTEL分析(政治、社會、科技、環境、法律因素、促進因素、限制因素)
  • 最終用途產業分析
  • 全球教育娛樂市場:成長率分析
  • 全球教育娛樂市場表現:規模與成長,2019-2024
  • 全球教育娛樂市場預測:規模與成長,2024-2029 年,2034 年
  • 全球教育娛樂總目標市場(TAM)

第6章市場區隔

  • 全球教育娛樂市場(依產品類型、績效及預測),2019-2024 年、2024-2029 年、2034 年
  • 交互作用
  • 非互動式
  • 混合
  • 探索性
  • 全球教育娛樂市場(按設施規模、績效和預測),2019-2024 年、2024-2029 年、2034 年
  • 5,001-10,000平方英尺
  • 10,001-20,000平方英尺
  • 20,001-40,000平方英尺
  • >40,000平方英尺
  • 全球教育娛樂市場(按最終用戶、績效和預測)2019-2024 年、2024-2029 年、2034 年
  • 孩子們
  • 青少年
  • 青壯年
  • 對於成年人
  • 全球教育娛樂市場、互動細分市場、按類型、績效及預測(2019-2024 年、2024-2029 年及 2034 年)
  • 遊戲
  • 模擬
  • 虛擬的
  • 現實
  • 評價
  • 全球教育娛樂市場,非互動式細分市場,依類型、績效及預測,2019-2024 年、2024-2029 年、2034 年
  • 教育影片
  • podcast
  • 電子書
  • 全球教育娛樂市場,混合細分,按類型、績效和預測,2019-2024 年、2024-2029 年、2034 年
  • 混合
  • 學習
  • 平台
  • 交互作用
  • 電子學習
  • 模組
  • 遊戲化
  • 學習
  • 評價
  • 全球教育娛樂市場,探索性細分,按類型、實際和預測,2019-2024 年、2024-2029 年、2034 年
  • 基於發現的學習工具
  • 互動展覽
  • 身臨其境型環境

第7章 區域和國家分析

  • 全球教育娛樂市場:按地區、績效及預測,2019-2024 年、2024-2029 年、2034 年
  • 全球教育娛樂市場:依國家、表現及預測,2019-2024 年、2024-2029 年、2034 年

第8章 亞太市場

第9章:中國市場

第10章 印度市場

第11章 日本市場

第12章 澳洲市場

第13章 印尼市場

第14章 韓國市場

第15章 西歐市場

第16章英國市場

第17章 德國市場

第18章 法國市場

第19章:義大利市場

第20章:西班牙市場

第21章 東歐市場

第22章 俄羅斯市場

第23章 北美市場

第24章美國市場

第25章:加拿大市場

第26章 南美洲市場

第27章:巴西市場

第28章 中東市場

第29章:非洲市場

第30章競爭格局與公司概況

  • 教育娛樂市場:競爭格局
  • 教育娛樂市場:公司簡介
    • Kidzania Overview, Products and Services, Strategy and Financial Analysis
    • Legoland Discovery Center Overview, Products and Services, Strategy and Financial Analysis
    • Pororo Parks Overview, Products and Services, Strategy and Financial Analysis
    • CurioCity Overview, Products and Services, Strategy and Financial Analysis
    • Kindercity Overview, Products and Services, Strategy and Financial Analysis

第31章 其他大型創新企業

  • Mattel Play!Town
  • Totter's Otterville
  • Kidz Holding SAL
  • Little Explorers
  • ConveGenius
  • Edsys
  • IdeaCrate Edutainment Company
  • DreamUs Edutainment
  • Smartivity Labs
  • Yottoy Productions
  • Toontastic
  • Crayola Experience
  • Discovery Kids
  • JumpStart Games
  • National Geographic Kids

第 32 章全球市場競爭基準化分析與儀表板

第33章 重大併購

第34章近期市場趨勢

第 35 章 高市場潛力國家、細分市場與策略

  • 2029 年教育娛樂市場:提供新機會的國家
  • 2029 年教育娛樂市場:細分領域帶來新機會
  • 2029教育娛樂市場:成長策略
    • 基於市場趨勢的策略
    • 競爭對手的策略

第36章 附錄

簡介目錄
Product Code: r26392

Edutainment combines education and entertainment, often found in places such as zoos, aquariums, science centers, botanical gardens, and children's museums. These edutainment centers offer educational features along with entertainment or amusement, making them popular choices for field trips.

In the realm of edutainment, products can be categorized into interactive, non-interactive, hybrid, and explorative types. Interactive edutainment involves games or leisure activities where the user's actions have a direct impact on the experience. On the other hand, non-interactive edutainment encompasses activities such as reading books or watching movies for leisure.

The edutainment market research report is one of a series of new reports from The Business Research Company that provides edutainment market statistics, including edutainment industry global market size, regional shares, competitors with a edutainment market share, detailed edutainment market segments, market trends and opportunities, and any further data you may need to thrive in the edutainment industry. This edutainment market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

The edutainment market size has grown rapidly in recent years. It will grow from $7.28 billion in 2024 to $8.43 billion in 2025 at a compound annual growth rate (CAGR) of 15.7%. The growth in the historic period can be attributed to shift in learning paradigm, globalization of education, educational tv programs and channels, cognitive development emphasis, influence of early childhood education.

The edutainment market size is expected to see rapid growth in the next few years. It will grow to $15.73 billion in 2029 at a compound annual growth rate (CAGR) of 16.9%. The growth in the forecast period can be attributed to accessibility and inclusivity, parental involvement in learning, government support for edutainment, continuous learning culture, inclusion of social learning features. Major trends in the forecast period include virtual and augmented reality edutainment, gamification in education, educational apps and platforms, artificial intelligence (AI) in learning, collaborations with content creators.

The growing global adoption of edutainment is anticipated to drive the expansion of the edutainment market during the forecast period. This concept, which merges entertainment with education, provides children with an engaging learning environment. Edutainment greatly enhances the learning experience by introducing intellectually stimulating concepts. Children naturally exhibit curiosity by engaging in activities like playing their favorite characters or exploring their dream destinations, which fosters positive energy and builds their confidence. For example, in September 2023, the United Nations Educational, Scientific, and Cultural Organization (UNESCO), a France-based international organization, reported that for UN member countries to meet their educational objectives, an annual enrollment of 1.4 million children in early childhood education is essential until 2030. Additionally, progress in primary completion rates needs to nearly triple. As a result, the increasing adoption of edutainment worldwide is expected to propel the growth of the edutainment market.

The expanding education sector is poised to be a key driver in propelling the growth of the edutainment market in the foreseeable future. The education sector encompasses the entire system and infrastructure dedicated to providing formal instruction, fostering learning, and individual development. Edutainment, a fusion of education and entertainment, is reshaping the education landscape by introducing engagement, interactivity, and enhanced effectiveness. Edutainment platforms have the flexibility to adapt to individual learning paces and styles, catering to a diverse range of learners. For example, a report from the University of Technology Sydney, published in July 2023, highlighted that secondary education marked the highest level of school completion in the United States in 2022, with 28% of the population achieving this milestone. In the UK, 73.2% of secondary school-age residents attained a GCSE pass rate in 2022. With a total enrollment exceeding 3.95 million students in public and private schools as of 2021, Australia contributes significantly to the growing education sector, thereby fueling the expansion of the edutainment market.

Major companies in the edutainment market are creating virtual reality (VR) solutions, such as virtual guided tours of museums, to improve user engagement and deliver immersive learning experiences. Museum virtual guided tours offer an interactive online platform for users to explore museum exhibits, often featuring virtual guides or pre-recorded content that allows them to learn about artifacts from anywhere. For example, in July 2023, the Leisure and Cultural Services Department (LCSD), a government department in Hong Kong, launched the 'For Youth' page on its Edutainment Channel. This comprehensive online resource grants young people access to job vacancies, internships, and training programs in the arts and culture sectors, along with weekly educational videos from the 101 Academy. Furthermore, the 'vis-a-vis+01' series includes interactive experiences such as virtual museum tours and online sports training, all designed to enhance youth education through entertainment.

Leading companies in the edutainment market are adopting a strategic partnership approach to introduce STEM IoT sensor kits to educational institutions. This collaborative strategy involves leveraging the strengths and resources of major players for mutual benefits and success. For example, in January 2022, RAKwireless Technology Limited, a China-based IoT solution provider, joined forces with One Planet Education Network (OPEN), a Switzerland-based social enterprise. The objective of this partnership is to bridge the IoT education gap by providing OPEN-RAK DIY STEM Lab Sensor Wisblock kits to students globally. The aim is to address the digital divide by offering easily accessible kits, empowering students to learn practical IoT applications and apply them in their local communities for sustainable development initiatives. Early applications include student-created sensors for projects such as sustainable farming, climate change monitoring, and air quality assessments. The overarching goal of the program is to establish a global network for IoT sensor education and data analytics. This network fosters collaborative learning among students worldwide, enabling them to gain hands-on experience in constructing IoT devices, sharing data internationally, and developing skills to positively impact their communities using RAK technology, supported by OPEN's education and research initiatives.

In February 2024, Podium Education, Inc., a US-based edtech company, acquired Untapped, Inc. for an undisclosed amount. This acquisition is intended to strengthen the edutainment market by merging career readiness with experiential learning, ultimately providing students with more engaging and practical educational experiences. Untapped, Inc. specializes in career development and educational technology within the United States.

Major companies operating in the edutainment market include Kidzania, Legoland Discovery Center, Pororo Parks, CurioCity, Kindercity, Mattel Play! Town, Totter's Otterville, Kidz Holding S.A.L, Little Explorers, ConveGenius, Edsys, IdeaCrate Edutainment Company, DreamUs Edutainment, Smartivity Labs, Yottoy Productions, Toontastic, Crayola Experience, Discovery Kids, JumpStart Games, National Geographic Kids, Sesame Workshop, Osmo, Tynker, Kahoot!, Filament Games

North America was the largest region in the edutainment market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the edutainment market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

The countries covered in the edutainment market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The edutainment market includes revenues earned by entities by providing services such as fictional books with educational themes, music and songs, fictional radio. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Edutainment Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on edutainment market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

Reasons to Purchase

  • Gain a truly global perspective with the most comprehensive report available on this market covering 15 geographies.
  • Assess the impact of key macro factors such as conflict, pandemic and recovery, inflation and interest rate environment and the 2nd Trump presidency.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on the latest market shares.
  • Benchmark performance against key competitors.
  • Suitable for supporting your internal and external presentations with reliable high quality data and analysis
  • Report will be updated with the latest data and delivered to you within 2-3 working days of order along with an Excel data sheet for easy data extraction and analysis.
  • All data from the report will also be delivered in an excel dashboard format.

Where is the largest and fastest growing market for edutainment ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The edutainment market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Product Type: Interactive; Non interactive; Hybrid; Explorative
  • 2) By Facility Size: 5,001 To 10,000 Sq. ft.; 10,001 To 20,000 Sq. ft.; 20,001 To 40,000 Sq. ft.; > 40,000 Sq. ft.
  • 3) By End User: Children; Teenagers; Young Adult; Adult
  • Subsegments:
  • 1) By Interactive: Games; Simulations; Virtual Reality Experiences
  • 2) By Non-Interactive: Educational Videos; Podcasts; E-books
  • 3) By Hybrid: Blended Learning Platforms; Interactive E-learning Modules; Gamified Learning Experiences
  • 4) By Explorative: Discovery-Based Learning Tools; Interactive Exhibits; Immersive Environments
  • Companies Mentioned: Kidzania; Legoland Discovery Center; Pororo Parks; CurioCity; Kindercity
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Edutainment Market Characteristics

3. Edutainment Market Trends And Strategies

4. Edutainment Market - Macro Economic Scenario Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics And Covid And Recovery On The Market

5. Global Edutainment Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Edutainment PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Edutainment Market Growth Rate Analysis
  • 5.4. Global Edutainment Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Edutainment Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Edutainment Total Addressable Market (TAM)

6. Edutainment Market Segmentation

  • 6.1. Global Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Interactive
  • Non interactive
  • Hybrid
  • Explorative
  • 6.2. Global Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 5,001 To 10,000 Sq. ft.
  • 10,001 To 20,000 Sq. ft.
  • 20,001 To 40,000 Sq. ft.
  • > 40,000 Sq. ft.
  • 6.3. Global Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Children
  • Teenagers
  • Young Adult
  • Adult
  • 6.4. Global Edutainment Market, Sub-Segmentation Of Interactive, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Games
  • Simulations
  • Virtual
  • Reality
  • Experiences
  • 6.5. Global Edutainment Market, Sub-Segmentation Of Non-Interactive, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Educational Videos
  • Podcasts
  • E-books
  • 6.6. Global Edutainment Market, Sub-Segmentation Of Hybrid, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Blended
  • Learning
  • Platforms
  • Interactive
  • E-learning
  • Modules
  • Gamified
  • Learning
  • Experiences
  • 6.7. Global Edutainment Market, Sub-Segmentation Of Explorative, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Discovery-Based Learning Tools
  • Interactive Exhibits
  • Immersive Environments

7. Edutainment Market Regional And Country Analysis

  • 7.1. Global Edutainment Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Edutainment Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Edutainment Market

  • 8.1. Asia-Pacific Edutainment Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Edutainment Market

  • 9.1. China Edutainment Market Overview
  • 9.2. China Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Edutainment Market

  • 10.1. India Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Edutainment Market

  • 11.1. Japan Edutainment Market Overview
  • 11.2. Japan Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Edutainment Market

  • 12.1. Australia Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Edutainment Market

  • 13.1. Indonesia Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Edutainment Market

  • 14.1. South Korea Edutainment Market Overview
  • 14.2. South Korea Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Edutainment Market

  • 15.1. Western Europe Edutainment Market Overview
  • 15.2. Western Europe Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Edutainment Market

  • 16.1. UK Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Edutainment Market

  • 17.1. Germany Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Edutainment Market

  • 18.1. France Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Edutainment Market

  • 19.1. Italy Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Edutainment Market

  • 20.1. Spain Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Edutainment Market

  • 21.1. Eastern Europe Edutainment Market Overview
  • 21.2. Eastern Europe Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Edutainment Market

  • 22.1. Russia Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Edutainment Market

  • 23.1. North America Edutainment Market Overview
  • 23.2. North America Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Edutainment Market

  • 24.1. USA Edutainment Market Overview
  • 24.2. USA Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Edutainment Market

  • 25.1. Canada Edutainment Market Overview
  • 25.2. Canada Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Edutainment Market

  • 26.1. South America Edutainment Market Overview
  • 26.2. South America Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Edutainment Market

  • 27.1. Brazil Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Edutainment Market

  • 28.1. Middle East Edutainment Market Overview
  • 28.2. Middle East Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Edutainment Market

  • 29.1. Africa Edutainment Market Overview
  • 29.2. Africa Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Edutainment Market Competitive Landscape And Company Profiles

  • 30.1. Edutainment Market Competitive Landscape
  • 30.2. Edutainment Market Company Profiles
    • 30.2.1. Kidzania Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Legoland Discovery Center Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Pororo Parks Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. CurioCity Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Kindercity Overview, Products and Services, Strategy and Financial Analysis

31. Edutainment Market Other Major And Innovative Companies

  • 31.1. Mattel Play! Town
  • 31.2. Totter's Otterville
  • 31.3. Kidz Holding S.A.L
  • 31.4. Little Explorers
  • 31.5. ConveGenius
  • 31.6. Edsys
  • 31.7. IdeaCrate Edutainment Company
  • 31.8. DreamUs Edutainment
  • 31.9. Smartivity Labs
  • 31.10. Yottoy Productions
  • 31.11. Toontastic
  • 31.12. Crayola Experience
  • 31.13. Discovery Kids
  • 31.14. JumpStart Games
  • 31.15. National Geographic Kids

32. Global Edutainment Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Edutainment Market

34. Recent Developments In The Edutainment Market

35. Edutainment Market High Potential Countries, Segments and Strategies

  • 35.1 Edutainment Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Edutainment Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Edutainment Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer