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市場調查報告書
商品編碼
1619986

教育性娛樂市場 - 全球產業規模、佔有率、趨勢、機會和預測,按服務類型、收入來源、最終用戶、地區和競爭細分,2019-2029F

Edutainment Market - Global Industry Size, Share, Trends, Opportunity, and Forecast, Segmented By Service Type, By Revenue Source, By End User, By Region & Competition, 2019-2029F

出版日期: | 出版商: TechSci Research | 英文 185 Pages | 商品交期: 2-3個工作天內

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簡介目錄

2023年全球教育性娛樂市場價值為59.7億美元,預計到2029年將達到159.8億美元,到2029年複合年成長率為17.83%。

市場概況
預測期 2025-2029
2023 年市場規模 59.7億美元
2029 年市場規模 159.8億美元
2024-2029 年複合年成長率 17.83%
成長最快的細分市場 個人
最大的市場 北美洲

教育性娛樂是一個結合教育和娛樂的概念,旨在以引人入勝、愉快和互動的方式提供學習體驗。它利用遊戲、影片、應用程式和虛擬實境等各種媒體來教授概念,同時娛樂觀眾。這種方法使學習更具吸引力和更容易獲得,特別是對於年輕的受眾來說,他們可能會發現傳統的教育方法不太有吸引力。教育性娛樂可以應用於各個領域,包括語言學習、STEM 教育、歷史,甚至社交情緒發展,提供一系列內容,從互動電視節目和行動應用程式到旨在促進學習的教育遊戲和主題樂園。寓教於樂的日益普及是由多種因素所推動的。向數位平台的轉變改變了人們獲取內容的方式,行動裝置的使用、線上學習和教育遊戲化顯著增加。因此,教育工作者和內容創作者擴大轉向互動和娛樂形式來吸引學習者的注意力,尤其是在一個充滿干擾的世界中。其次,遊戲化學習的興起,即透過類似遊戲的機制呈現教育內容,已被證明是吸引學生並提高記憶力的有效方式。該模型因其在提高動機和結果方面的成功而獲得了發展勢頭。對滿足個人需求的個人化學習體驗的需求正在推動市場的擴張,因為寓教於樂提供了適合不同學習方式和進度的適應性內容。隨著全球對遠距和混合學習環境的推動,對創新教育工具的需求激增,為寓教於樂產品創造了巨大的成長機會。社群媒體平台、YouTube 和其他線上資源也在這個市場的崛起中發揮著至關重要的作用,因為內容創作者擴大製作寓教於樂的材料,吸引全球大量、多樣化的受眾。對教育科技的投資不斷增加,加上家長、教育工作者和政府對娛樂與教育結合的好處的認知不斷增強,進一步推動了對此類產品的需求。隨著技術進步、新學習方法的出現以及對有趣、沉浸式學習體驗的日益關注,教育性娛樂市場將繼續成長,吸引年輕學習者和成年人,確保廣泛的市場吸引力和巨大的成長潛力。

主要市場促進因素

對互動式和沈浸式學習體驗的需求不斷成長

數位教育工具的技術進步

教育中遊戲化的日益普及

擴大全球教育市場和遠距學習趨勢

主要市場挑戰

開發成本高、技術壁壘高

內容品質和教學有效性

市場分散化與競爭

主要市場趨勢

人工智慧與個性化的融合

遊戲化與沉浸式學習的興起

專注於社交情緒學習與生活技能

細分市場洞察

服務類型洞察

區域洞察

目錄

第 1 章:服務概述

  • 市場定義
  • 市場範圍
    • 涵蓋的市場
    • 研究年份
    • 主要市場區隔

第 2 章:研究方法

第 3 章:執行摘要

第 4 章:客戶之聲

第 5 章:全球教育性娛樂市場概述

第 6 章:全球教育性娛樂市場展望

  • 市場規模及預測
    • 按價值
  • 市佔率及預測
    • 按服務類型(非互動/觀眾服務、互動/參與式服務)
    • 按收入來源(廣告、門票費、合作夥伴關係)
    • 按最終使用者(個人、學校、大學)
    • 按地區(北美、歐洲、南美、中東和非洲、亞太地區)
  • 按公司分類 (2023)
  • 市場地圖

第 7 章:北美教育性娛樂市場展望

  • 市場規模及預測
    • 按價值
  • 市佔率及預測
    • 按服務類型
    • 按收入來源
    • 按最終用戶
    • 按國家/地區
  • 北美:國家分析
    • 美國
    • 加拿大
    • 墨西哥

第 8 章:歐洲教育性娛樂市場展望

  • 市場規模及預測
    • 按價值
  • 市佔率及預測
    • 按服務類型
    • 按收入來源
    • 按最終用戶
    • 按國家/地區
  • 歐洲:國家分析
    • 德國
    • 法國
    • 英國
    • 義大利
    • 西班牙
    • 比利時

第 9 章:亞太地區教育性娛樂市場展望

  • 市場規模及預測
    • 按價值
  • 市佔率及預測
    • 按服務類型
    • 按收入來源
    • 按最終用戶
    • 按國家/地區
  • 亞太地區:國家分析
    • 中國
    • 印度
    • 日本
    • 韓國
    • 澳洲
    • 印尼
    • 越南

第 10 章:南美洲教育性娛樂市場展望

  • 市場規模及預測
    • 按價值
  • 市佔率及預測
    • 按服務類型
    • 按收入來源
    • 按最終用戶
    • 按國家/地區
  • 南美洲:國家分析
    • 巴西
    • 哥倫比亞
    • 阿根廷
    • 智利

第 11 章:中東和非洲教育性娛樂市場展望

  • 市場規模及預測
    • 按價值
  • 市佔率及預測
    • 按服務類型
    • 按收入來源
    • 按最終用戶
    • 按國家/地區
  • 中東和非洲:國家分析
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 南非
    • 土耳其
    • 以色列

第 12 章:市場動態

  • 促進要素
  • 挑戰

第 13 章:市場趨勢與發展

第 14 章:公司簡介

  • The Walt Disney Company
  • Kahoot! ASA
  • Duolingo, Inc.
  • Pearson India Education Services Private Limited
  • Think and Learn Private Limited (BYJU'S)
  • Sanako Oy
  • MPS Limited
  • HMH Education Company
  • VTech Holdings Limited
  • LeapFrog Enterprises, Inc.

第 15 章:策略建議

第16章調查會社について,免責事項

簡介目錄
Product Code: 26823

The global Edutainment market was valued at USD 5.97 billion in 2023 and is expected to reach USD 15.98 billion by 2029 with a CAGR of 17.83% through 2029.

Market Overview
Forecast Period2025-2029
Market Size 2023USD 5.97 Billion
Market Size 2029USD 15.98 Billion
CAGR 2024-202917.83%
Fastest Growing SegmentIndividuals
Largest MarketNorth America

Edutainment is a concept that combines education and entertainment, aiming to deliver learning experiences in an engaging, enjoyable, and interactive way. It leverages various media, such as games, videos, apps, and virtual reality, to teach concepts while simultaneously entertaining the audience. This approach makes learning more appealing and accessible, especially for younger audiences who may find traditional educational methods less engaging. Edutainment can be applied across various fields, including language learning, STEM education, history, and even social-emotional development, offering a range of content from interactive TV shows and mobile apps to educational games and theme parks designed to promote learning. The growing popularity of edutainment is driven by several factors. The shift toward digital platforms has transformed how people access content, with a significant rise in mobile device use, online learning, and gamification in education. As a result, educators and content creators are increasingly turning to interactive and entertaining formats to capture the attention of learners, especially in a world filled with distractions. Second, the rise of gamified learning, where educational content is presented through game-like mechanics, has proven to be an effective way to engage students and improve retention. This model has gained momentum due to its success in improving both motivation and outcomes. The demand for personalized learning experiences that cater to individual needs is fueling the market's expansion, as edutainment offers adaptable content suited for different learning styles and paces. With the global push toward remote and hybrid learning environments, the need for innovative educational tools has surged, creating significant growth opportunities for edutainment products. Social media platforms, YouTube, and other online resources are also playing a crucial role in this market's rise, as content creators increasingly produce edutainment material that reaches large, diverse audiences worldwide. The increasing investment in educational technology, coupled with the growing awareness among parents, educators, and governments about the benefits of combining entertainment with education, further propels the demand for such products. The Edutainment market will continue to rise as technology advances, new learning methodologies emerge, and an increasing focus on fun, immersive learning experiences attracts both young learners and adults alike, ensuring broad market appeal and significant growth potential.

Key Market Drivers

Increasing Demand for Interactive and Immersive Learning Experiences

One of the primary drivers of the Edutainment market's growth is the increasing demand for interactive and immersive learning experiences. Traditional education methods, while effective, are often criticized for being too rigid, passive, and unable to fully engage students. As a result, there is a growing need for more dynamic, engaging, and learner-centered approaches. Edutainment, by integrating elements of entertainment such as gaming, storytelling, and augmented reality, transforms traditional learning into an active experience. This shift is particularly noticeable among younger generations, who have grown up in an age where technology, interactive media, and digital entertainment are ubiquitous. These students are accustomed to fast-paced, engaging, and interactive experiences, and they are increasingly seeking educational content that mirrors their everyday media consumption patterns. Educational games, interactive videos, and gamified learning platforms allow students to learn by doing, which improves not only their engagement but also their retention of the material being taught. For instance, interactive mobile applications that make use of quizzes, puzzles, and virtual environments can significantly increase the level of involvement in the learning process. This growing expectation for more engaging learning formats is contributing to the continuous rise of the Edutainment market, as educational institutions and content creators develop innovative solutions that blend fun with education.

The global investment in the Edutainment market is experiencing substantial growth, driven by the increasing demand for interactive and technology-enhanced learning solutions. In 2020, the global EdTech industry, which includes Edutainment, received over $16.1 billion in venture capital funding, reflecting strong investor interest in educational innovation.

Technological Advancements in Digital Education Tools

Technological advancements in digital education tools are playing a key role in the expansion of the Edutainment market. The proliferation of smart devices, high-speed internet, and cloud computing has revolutionized how education is delivered and accessed. These technological advancements have allowed Edutainment content to reach a broader audience in more accessible and innovative ways. For example, the use of virtual reality (VR) and augmented reality (AR) transforms how complex subjects, such as science and history, are taught. Students can now engage in virtual field trips or interact with 3D models of historical events, scientific processes, or complex mathematical concepts, making learning far more tangible and easier to understand. The rise of artificial intelligence (AI) is enhancing the personalization of educational content, tailoring learning experiences to individual preferences, learning speeds, and challenges. This creates a more efficient and enjoyable learning process, as students can engage with content at their own pace and receive instant feedback, enhancing motivation and self-confidence. These technological innovations are not limited to K-12 education; they extend to higher education, corporate training, and even lifelong learning for adults. The increasing integration of these technologies in the education sector is driving the demand for Edutainment products and services, fostering growth in the market.

Rising Popularity of Gamification in Education

The rising popularity of gamification in education is another major factor fueling the growth of the Edutainment market. Gamification involves applying game-design elements-such as rewards, challenges, leaderboards, and storytelling-to non-game contexts, like learning, to increase engagement and motivation. This approach has proven to be particularly effective in educational settings, where students may struggle to maintain interest in traditional learning methods. By incorporating game-like mechanics, such as points, badges, and levels, learning becomes more engaging, fun, and rewarding. Gamification encourages healthy competition and problem-solving, as students navigate challenges that enhance their critical thinking and decision-making skills. The rise of gamified educational platforms and mobile applications, such as Duolingo for language learning or Kahoot! for classroom quizzes, showcases how this approach has gained momentum. These platforms not only provide learners with an engaging experience but also enable real-time progress tracking, personalized learning, and peer interaction. The increasing incorporation of gamification into educational content-spanning from video games and mobile apps to online courses and classroom activities-is therefore expanding the Edutainment market, as more organizations and educational institutions realize its potential for improving learning outcomes.

Expanding Global Educational Market and Remote Learning Trends

The expansion of the global educational market, combined with the increasing popularity of remote learning, is another critical driver of growth for the Edutainment market. As global access to education improves, the demand for engaging, interactive, and accessible learning tools grows. Remote and hybrid learning models, accelerated by the COVID-19 pandemic, have necessitated the development of online educational resources that keep students engaged while offering effective learning experiences. With millions of students worldwide now participating in online classes or blended learning environments, Edutainment has emerged as a valuable tool for keeping students motivated and on track. Online games, interactive courses, and virtual classrooms are becoming increasingly essential as educational institutions continue to embrace technology as a primary mode of instruction. In emerging markets, where access to traditional educational resources might be limited, digital tools that offer educational entertainment provide an affordable and effective way for students to learn. The global shift towards lifelong learning, where adults continue their education through online courses, corporate training, and self-improvement programs, further drives the demand for Edutainment content. These trends in global education, paired with the surge in remote learning, are leading to sustained growth in the Edutainment market as educators and content creators develop solutions that cater to diverse audiences and learning environments across the world.

Key Market Challenges

High Development Costs and Technological Barriers

One of the most significant challenges facing the Edutainment market is the high cost of development and technological barriers. Creating high-quality, interactive, and immersive educational content requires substantial investment in technology, talent, and infrastructure. Developing educational games, virtual reality simulations, or augmented reality environments demands significant financial resources for research and development, content creation, and continuous updates to ensure relevance. For instance, to develop a comprehensive educational game, developers need a team of skilled professionals, including educators, designers, programmers, and content creators, all of whom require substantial compensation. The integration of cutting-edge technologies such as artificial intelligence, machine learning, and immersive tools like virtual reality and augmented reality also adds complexity and costs. These technologies often require specialized hardware and software, further raising the cost of production. Smaller educational companies or startups may struggle to keep up with these costs, limiting their ability to compete with larger, more established players in the Edutainment market. Moreover, the need for regular updates and maintenance to keep educational content current and technologically advanced can lead to increased operational costs, further complicating market entry for new players. Technological barriers such as access to high-speed internet, the requirement for advanced devices, and digital literacy gaps may hinder the reach of Edutainment products, particularly in developing regions. As a result, while the Edutainment market holds vast potential, the substantial costs and technological barriers involved in developing and distributing high-quality products pose significant challenges for stakeholders.

Content Quality and Pedagogical Effectiveness

Another challenge faced by the Edutainment market is ensuring that the content produced is both engaging and pedagogically effective. While many Edutainment products focus heavily on entertainment and gamification, there is often concern over the quality of the educational content and whether it achieves the desired learning outcomes. Balancing fun with learning objectives is a delicate process; excessive focus on entertainment might undermine the educational value of the content, leading to a lack of deep learning or cognitive development. Educational institutions, parents, and stakeholders demand that Edutainment solutions not only engage students but also provide measurable learning outcomes, such as improved comprehension, retention, and skill development. The challenge lies in the diversity of learners and learning styles. A one-size-fits-all approach to Edutainment often fails to address the varying needs of different learners, making it challenging to create universally effective educational content. For example, a game designed to teach mathematical concepts may work well for some students but may not be effective for others who require a more structured or alternative approach to learning. Ensuring that Edutainment products can accommodate different learning paces, levels, and styles, whether visual, auditory, or kinesthetic-requires advanced pedagogical design and a deep understanding of how people learn. This makes the task of developing content that is both engaging and educationally effective extremely complex. The lack of standardized metrics for evaluating the educational impact of Edutainment content makes it harder for developers and educators to gauge its success. As the demand for high-quality Edutainment increases, companies must focus on both entertainment and the rigor of educational content, addressing the need for educational efficacy while still capturing the attention of learners.

Market Fragmentation and Competition

The Edutainment market faces significant challenges related to market fragmentation and intense competition. With the rapid growth of digital learning platforms, mobile applications, and gamified education solutions, the market has become increasingly fragmented, with a large number of players offering a variety of products and services. This fragmentation complicates the decision-making process for both consumers and educational institutions, as there is no singular, dominant solution in the market. Various platforms cater to different subjects, age groups, and regions, leading to an oversaturation of options, which can overwhelm potential customers and lead to confusion. Moreover, the lack of industry standards or universal platforms further exacerbates fragmentation, as each company often develops its own proprietary systems and formats, making it difficult to achieve widespread integration or interoperability. This fragmented landscape makes it challenging for new entrants to differentiate and gain significant market share. Established players with greater resources and brand recognition dominate the space, often making it difficult for smaller companies to compete on both a technological and financial level. The intense competition not only raises the bar for innovation but also pressures companies to continuously improve their offerings, invest in marketing, and differentiate themselves from the growing pool of competitors. The challenge of distinguishing one's product in such a crowded market can be overwhelming, as businesses must find ways to build customer loyalty and trust, often at a high cost. Regional differences in educational systems, cultural preferences, and technological access further contribute to the market's fragmentation, as solutions that work in one region may not be suitable for another. To succeed in the Edutainment market, companies must overcome these competitive pressures, adapt to diverse learner needs, and navigate the complex landscape of regional regulations and market conditions.

Key Market Trends

Integration of Artificial Intelligence and Personalization

One of the most prominent trends in the Edutainment market is the increasing integration of artificial intelligence (AI) to create personalized learning experiences. AI is transforming educational content by enabling platforms to adapt in real-time to the needs, progress, and learning styles of individual users. For example, AI-powered platforms can track a learner's performance, identify areas of difficulty, and adjust the level of difficulty or content to match their specific needs. This personalized approach enhances student engagement and improves learning outcomes by ensuring that the material is neither too easy nor too difficult, but just right for each learner's current capabilities. In the Edutainment space, AI is also used to power interactive characters or virtual tutors that guide learners through lessons and provide immediate feedback, fostering a more engaging and supportive learning environment. The application of AI goes beyond K-12 education, extending to adult learning and corporate training, where tailored content can optimize skill development for specific industries or roles. As the demand for more individualized learning experiences grows, the Edutainment market is increasingly focused on leveraging AI to offer adaptive and dynamic educational content that meets the diverse needs of learners. This trend is expected to continue to shape the market, with more companies investing in AI-driven technologies to stay competitive and meet the rising demand for personalized learning experiences.

Rise of Gamification and Immersive Learning

Gamification and immersive learning are among the most influential trends reshaping the Edutainment market. Educational games, simulations, and virtual environments that incorporate game mechanics such as rewards, challenges, and leaderboards have become increasingly popular as they enhance engagement and motivation. Gamification works by leveraging the appeal of video games to create an enjoyable and rewarding educational experience, which helps increase students' time spent learning and their retention of information. This trend is supported by the growing recognition that interactive learning can lead to better learning outcomes compared to passive forms of education. In particular, the use of virtual reality (VR) and augmented reality (AR) in education is driving the gamification trend, offering immersive experiences that enable learners to interact with educational content in ways that were not possible with traditional methods. For example, VR can simulate historical events or scientific phenomena, providing students with a fully immersive experience that brings theoretical concepts to life. The popularity of platforms like Kahoot! and Minecraft Education Edition, which use gamified learning elements, highlights how educational content can be more enjoyable and effective when it incorporates game-like features. As the gaming industry continues to grow, Edutainment companies are increasingly investing in gamified solutions that blend learning with fun, and this trend is expected to continue driving the Edutainment market in the coming years.

Focus on Social-Emotional Learning and Life Skills

As the Edutainment market evolves, there is an increasing focus on integrating social-emotional learning (SEL) and life skills into educational content. Traditional education has often focused primarily on academic achievement, leaving little room for the development of emotional intelligence, communication, and other essential life skills. However, there is a growing recognition that SEL is critical for a well-rounded education and success in both personal and professional life. As a result, Edutainment companies are developing tools that help students build emotional intelligence, empathy, resilience, and collaboration skills through interactive games, storytelling, and virtual role-playing scenarios. For example, platforms like "Inside Out" from Pixar have been used to help children understand and manage their emotions. Similarly, apps like "The Zones of Regulation" use game-based content to teach children self-regulation and coping strategies. This trend is especially important in the context of the modern world, where emotional well-being and soft skills are increasingly valued in the workplace. In response to the increasing demand for life skills education, Edutainment solutions are being designed to address both academic and personal growth, ensuring that learners not only gain knowledge but also develop the emotional and social skills necessary for success in today's complex, interconnected world. As the importance of SEL continues to be recognized, this trend is expected to play a pivotal role in shaping the future of the Edutainment market.

Segmental Insights

Service Type Insights

Interactive/Participatory Service segment dominated the Edutainment market in 2023 and is expected to maintain its dominance during the forecast period. This segment, which includes platforms and solutions that engage users directly through interactive experiences, such as educational games, simulations, and virtual reality, has witnessed significant growth due to the increasing demand for personalized and engaging learning experiences. Learners are increasingly seeking active participation in their educational journeys, and interactive platforms cater to this demand by offering immersive and hands-on learning experiences that boost engagement and knowledge retention. The integration of technologies such as artificial intelligence, virtual reality, and gamification into educational content has further enhanced the effectiveness of interactive services in delivering educational outcomes. Platforms like Duolingo, Kahoot!, and Minecraft Education Edition exemplify how interactive tools can engage users through challenges, rewards, and real-time feedback, which drives both learning and fun. The COVID-19 pandemic accelerated the shift towards online and digital learning, further pushing the demand for interactive learning solutions as schools, universities, and educational institutions sought more dynamic and engaging methods of instruction. This trend is expected to continue, as the growing adoption of mobile devices, gaming technologies, and cloud-based solutions facilitates the development of even more sophisticated interactive Edutainment services. Given the increasing emphasis on personalized and immersive learning, the Interactive/Participatory Service segment is set to remain a major force in shaping the Edutainment market's future growth trajectory, outpacing the more passive Non-Interactive/Spectator Service segment.

Regional Insights

North America dominated the Edutainment market in 2023 and is anticipated to maintain its leadership throughout the forecast period. In 2023, North America dominated the Edutainment market and is expected to maintain its dominance throughout the forecast period. The region's strong market position can be attributed to several factors, including advanced technological infrastructure, high adoption rates of digital learning tools, and significant investments in educational technology. North America, particularly the United States, has been at the forefront of Edutainment innovation, with numerous leading companies creating interactive and gamified learning platforms. The strong demand for personalized and immersive learning experiences, along with the increasing use of artificial intelligence, virtual reality, and mobile applications, has further driven the expansion of Edutainment services in North America. The region's educational institutions are quick to adopt innovative learning solutions, fostering a conducive environment for the growth of Edutainment products. Government initiatives and funding aimed at modernizing education systems have supported the expansion of digital and interactive learning solutions. As a result, North America remains a key market for Edutainment services, and the trend of technological adoption in education is expected to continue propelling the region's dominance in the global market. Other factors, such as the increasing focus on lifelong learning and the widespread use of mobile devices for educational purposes, will further solidify North America's leading position in the Edutainment market during the forecast period.

Key Market Players

  • The Walt Disney Company
  • Kahoot! ASA
  • Duolingo, Inc.
  • Pearson India Education Services Private Limited
  • Think and Learn Private Limited (BYJU'S)
  • Sanako Oy
  • MPS Limited
  • HMH Education Company
  • VTech Holdings Limited
  • LeapFrog Enterprises, Inc.

Report Scope:

In this report, the Global Edutainment Market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:

Edutainment Market, By Service Type:

  • Non-Interactive/Spectator Service
  • Interactive/Participatory Service

Edutainment Market, By Revenue Source:

  • Advertising
  • Ticket Fees
  • Partnership

Edutainment Market, By End User:

  • Individuals
  • Schools
  • Universities

Edutainment Market, By Region:

  • North America
    • United States
    • Canada
    • Mexico
  • Europe
    • Germany
    • France
    • United Kingdom
    • Italy
    • Spain
    • Belgium
  • Asia Pacific
    • China
    • India
    • Japan
    • South Korea
    • Australia
    • Indonesia
    • Vietnam
  • South America
    • Brazil
    • Colombia
    • Argentina
    • Chile
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • South Africa
    • Turkey
    • Israel

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in the Global Edutainment Market.

Available Customizations:

Global Edutainment Market report with the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Table of Contents

1. Service Overview

  • 1.1. Market Definition
  • 1.2. Scope of the Market
    • 1.2.1. Markets Covered
    • 1.2.2. Years Considered for Study
    • 1.2.3. Key Market Segmentations

2. Research Methodology

  • 2.1. Objective of the Study
  • 2.2. Baseline Methodology
  • 2.3. Formulation of the Scope
  • 2.4. Assumptions and Limitations
  • 2.5. Sources of Research
    • 2.5.1. Secondary Research
    • 2.5.2. Primary Research
  • 2.6. Approach for the Market Study
    • 2.6.1. The Bottom-Up Approach
    • 2.6.2. The Top-Down Approach
  • 2.7. Methodology Followed for Calculation of Market Size & Market Shares
  • 2.8. Forecasting Methodology
    • 2.8.1. Data Triangulation & Validation

3. Executive Summary

4. Voice of Customer

5. Global Edutainment Market Overview

6. Global Edutainment Market Outlook

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
  • 6.2. Market Share & Forecast
    • 6.2.1. By Service Type (Non-Interactive/Spectator Service, Interactive/Participatory Service)
    • 6.2.2. By Revenue Source (Advertising, Ticket Fees, Partnership)
    • 6.2.3. By End User (Individuals, Schools, Universities)
    • 6.2.4. By Region (North America, Europe, South America, Middle East & Africa, Asia Pacific)
  • 6.3. By Company (2023)
  • 6.4. Market Map

7. North America Edutainment Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. Market Share & Forecast
    • 7.2.1. By Service Type
    • 7.2.2. By Revenue Source
    • 7.2.3. By End User
    • 7.2.4. By Country
  • 7.3. North America: Country Analysis
    • 7.3.1. United States Edutainment Market Outlook
      • 7.3.1.1. Market Size & Forecast
        • 7.3.1.1.1. By Value
      • 7.3.1.2. Market Share & Forecast
        • 7.3.1.2.1. By Service Type
        • 7.3.1.2.2. By Revenue Source
        • 7.3.1.2.3. By End User
    • 7.3.2. Canada Edutainment Market Outlook
      • 7.3.2.1. Market Size & Forecast
        • 7.3.2.1.1. By Value
      • 7.3.2.2. Market Share & Forecast
        • 7.3.2.2.1. By Service Type
        • 7.3.2.2.2. By Revenue Source
        • 7.3.2.2.3. By End User
    • 7.3.3. Mexico Edutainment Market Outlook
      • 7.3.3.1. Market Size & Forecast
        • 7.3.3.1.1. By Value
      • 7.3.3.2. Market Share & Forecast
        • 7.3.3.2.1. By Service Type
        • 7.3.3.2.2. By Revenue Source
        • 7.3.3.2.3. By End User

8. Europe Edutainment Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1. By Value
  • 8.2. Market Share & Forecast
    • 8.2.1. By Service Type
    • 8.2.2. By Revenue Source
    • 8.2.3. By End User
    • 8.2.4. By Country
  • 8.3. Europe: Country Analysis
    • 8.3.1. Germany Edutainment Market Outlook
      • 8.3.1.1. Market Size & Forecast
        • 8.3.1.1.1. By Value
      • 8.3.1.2. Market Share & Forecast
        • 8.3.1.2.1. By Service Type
        • 8.3.1.2.2. By Revenue Source
        • 8.3.1.2.3. By End User
    • 8.3.2. France Edutainment Market Outlook
      • 8.3.2.1. Market Size & Forecast
        • 8.3.2.1.1. By Value
      • 8.3.2.2. Market Share & Forecast
        • 8.3.2.2.1. By Service Type
        • 8.3.2.2.2. By Revenue Source
        • 8.3.2.2.3. By End User
    • 8.3.3. United Kingdom Edutainment Market Outlook
      • 8.3.3.1. Market Size & Forecast
        • 8.3.3.1.1. By Value
      • 8.3.3.2. Market Share & Forecast
        • 8.3.3.2.1. By Service Type
        • 8.3.3.2.2. By Revenue Source
        • 8.3.3.2.3. By End User
    • 8.3.4. Italy Edutainment Market Outlook
      • 8.3.4.1. Market Size & Forecast
        • 8.3.4.1.1. By Value
      • 8.3.4.2. Market Share & Forecast
        • 8.3.4.2.1. By Service Type
        • 8.3.4.2.2. By Revenue Source
        • 8.3.4.2.3. By End User
    • 8.3.5. Spain Edutainment Market Outlook
      • 8.3.5.1. Market Size & Forecast
        • 8.3.5.1.1. By Value
      • 8.3.5.2. Market Share & Forecast
        • 8.3.5.2.1. By Service Type
        • 8.3.5.2.2. By Revenue Source
        • 8.3.5.2.3. By End User
    • 8.3.6. Belgium Edutainment Market Outlook
      • 8.3.6.1. Market Size & Forecast
        • 8.3.6.1.1. By Value
      • 8.3.6.2. Market Share & Forecast
        • 8.3.6.2.1. By Service Type
        • 8.3.6.2.2. By Revenue Source
        • 8.3.6.2.3. By End User

9. Asia Pacific Edutainment Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1. By Value
  • 9.2. Market Share & Forecast
    • 9.2.1. By Service Type
    • 9.2.2. By Revenue Source
    • 9.2.3. By End User
    • 9.2.4. By Country
  • 9.3. Asia Pacific: Country Analysis
    • 9.3.1. China Edutainment Market Outlook
      • 9.3.1.1. Market Size & Forecast
        • 9.3.1.1.1. By Value
      • 9.3.1.2. Market Share & Forecast
        • 9.3.1.2.1. By Service Type
        • 9.3.1.2.2. By Revenue Source
        • 9.3.1.2.3. By End User
    • 9.3.2. India Edutainment Market Outlook
      • 9.3.2.1. Market Size & Forecast
        • 9.3.2.1.1. By Value
      • 9.3.2.2. Market Share & Forecast
        • 9.3.2.2.1. By Service Type
        • 9.3.2.2.2. By Revenue Source
        • 9.3.2.2.3. By End User
    • 9.3.3. Japan Edutainment Market Outlook
      • 9.3.3.1. Market Size & Forecast
        • 9.3.3.1.1. By Value
      • 9.3.3.2. Market Share & Forecast
        • 9.3.3.2.1. By Service Type
        • 9.3.3.2.2. By Revenue Source
        • 9.3.3.2.3. By End User
    • 9.3.4. South Korea Edutainment Market Outlook
      • 9.3.4.1. Market Size & Forecast
        • 9.3.4.1.1. By Value
      • 9.3.4.2. Market Share & Forecast
        • 9.3.4.2.1. By Service Type
        • 9.3.4.2.2. By Revenue Source
        • 9.3.4.2.3. By End User
    • 9.3.5. Australia Edutainment Market Outlook
      • 9.3.5.1. Market Size & Forecast
        • 9.3.5.1.1. By Value
      • 9.3.5.2. Market Share & Forecast
        • 9.3.5.2.1. By Service Type
        • 9.3.5.2.2. By Revenue Source
        • 9.3.5.2.3. By End User
    • 9.3.6. Indonesia Edutainment Market Outlook
      • 9.3.6.1. Market Size & Forecast
        • 9.3.6.1.1. By Value
      • 9.3.6.2. Market Share & Forecast
        • 9.3.6.2.1. By Service Type
        • 9.3.6.2.2. By Revenue Source
        • 9.3.6.2.3. By End User
    • 9.3.7. Vietnam Edutainment Market Outlook
      • 9.3.7.1. Market Size & Forecast
        • 9.3.7.1.1. By Value
      • 9.3.7.2. Market Share & Forecast
        • 9.3.7.2.1. By Service Type
        • 9.3.7.2.2. By Revenue Source
        • 9.3.7.2.3. By End User

10. South America Edutainment Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By Service Type
    • 10.2.2. By Revenue Source
    • 10.2.3. By End User
    • 10.2.4. By Country
  • 10.3. South America: Country Analysis
    • 10.3.1. Brazil Edutainment Market Outlook
      • 10.3.1.1. Market Size & Forecast
        • 10.3.1.1.1. By Value
      • 10.3.1.2. Market Share & Forecast
        • 10.3.1.2.1. By Service Type
        • 10.3.1.2.2. By Revenue Source
        • 10.3.1.2.3. By End User
    • 10.3.2. Colombia Edutainment Market Outlook
      • 10.3.2.1. Market Size & Forecast
        • 10.3.2.1.1. By Value
      • 10.3.2.2. Market Share & Forecast
        • 10.3.2.2.1. By Service Type
        • 10.3.2.2.2. By Revenue Source
        • 10.3.2.2.3. By End User
    • 10.3.3. Argentina Edutainment Market Outlook
      • 10.3.3.1. Market Size & Forecast
        • 10.3.3.1.1. By Value
      • 10.3.3.2. Market Share & Forecast
        • 10.3.3.2.1. By Service Type
        • 10.3.3.2.2. By Revenue Source
        • 10.3.3.2.3. By End User
    • 10.3.4. Chile Edutainment Market Outlook
      • 10.3.4.1. Market Size & Forecast
        • 10.3.4.1.1. By Value
      • 10.3.4.2. Market Share & Forecast
        • 10.3.4.2.1. By Service Type
        • 10.3.4.2.2. By Revenue Source
        • 10.3.4.2.3. By End User

11. Middle East & Africa Edutainment Market Outlook

  • 11.1. Market Size & Forecast
    • 11.1.1. By Value
  • 11.2. Market Share & Forecast
    • 11.2.1. By Service Type
    • 11.2.2. By Revenue Source
    • 11.2.3. By End User
    • 11.2.4. By Country
  • 11.3. Middle East & Africa: Country Analysis
    • 11.3.1. Saudi Arabia Edutainment Market Outlook
      • 11.3.1.1. Market Size & Forecast
        • 11.3.1.1.1. By Value
      • 11.3.1.2. Market Share & Forecast
        • 11.3.1.2.1. By Service Type
        • 11.3.1.2.2. By Revenue Source
        • 11.3.1.2.3. By End User
    • 11.3.2. UAE Edutainment Market Outlook
      • 11.3.2.1. Market Size & Forecast
        • 11.3.2.1.1. By Value
      • 11.3.2.2. Market Share & Forecast
        • 11.3.2.2.1. By Service Type
        • 11.3.2.2.2. By Revenue Source
        • 11.3.2.2.3. By End User
    • 11.3.3. South Africa Edutainment Market Outlook
      • 11.3.3.1. Market Size & Forecast
        • 11.3.3.1.1. By Value
      • 11.3.3.2. Market Share & Forecast
        • 11.3.3.2.1. By Service Type
        • 11.3.3.2.2. By Revenue Source
        • 11.3.3.2.3. By End User
    • 11.3.4. Turkey Edutainment Market Outlook
      • 11.3.4.1. Market Size & Forecast
        • 11.3.4.1.1. By Value
      • 11.3.4.2. Market Share & Forecast
        • 11.3.4.2.1. By Service Type
        • 11.3.4.2.2. By Revenue Source
        • 11.3.4.2.3. By End User
    • 11.3.5. Israel Edutainment Market Outlook
      • 11.3.5.1. Market Size & Forecast
        • 11.3.5.1.1. By Value
      • 11.3.5.2. Market Share & Forecast
        • 11.3.5.2.1. By Service Type
        • 11.3.5.2.2. By Revenue Source
        • 11.3.5.2.3. By End User

12. Market Dynamics

  • 12.1. Drivers
  • 12.2. Challenges

13. Market Trends and Developments

14. Company Profiles

  • 14.1. The Walt Disney Company
    • 14.1.1. Business Overview
    • 14.1.2. Key Revenue and Financials
    • 14.1.3. Recent Developments
    • 14.1.4. Key Personnel/Key Contact Person
    • 14.1.5. Key Product/Services Offered
  • 14.2. Kahoot! ASA
    • 14.2.1. Business Overview
    • 14.2.2. Key Revenue and Financials
    • 14.2.3. Recent Developments
    • 14.2.4. Key Personnel/Key Contact Person
    • 14.2.5. Key Product/Services Offered
  • 14.3. Duolingo, Inc.
    • 14.3.1. Business Overview
    • 14.3.2. Key Revenue and Financials
    • 14.3.3. Recent Developments
    • 14.3.4. Key Personnel/Key Contact Person
    • 14.3.5. Key Product/Services Offered
  • 14.4. Pearson India Education Services Private Limited
    • 14.4.1. Business Overview
    • 14.4.2. Key Revenue and Financials
    • 14.4.3. Recent Developments
    • 14.4.4. Key Personnel/Key Contact Person
    • 14.4.5. Key Product/Services Offered
  • 14.5. Think and Learn Private Limited (BYJU'S)
    • 14.5.1. Business Overview
    • 14.5.2. Key Revenue and Financials
    • 14.5.3. Recent Developments
    • 14.5.4. Key Personnel/Key Contact Person
    • 14.5.5. Key Product/Services Offered
  • 14.6. Sanako Oy
    • 14.6.1. Business Overview
    • 14.6.2. Key Revenue and Financials
    • 14.6.3. Recent Developments
    • 14.6.4. Key Personnel/Key Contact Person
    • 14.6.5. Key Product/Services Offered
  • 14.7. MPS Limited
    • 14.7.1. Business Overview
    • 14.7.2. Key Revenue and Financials
    • 14.7.3. Recent Developments
    • 14.7.4. Key Personnel/Key Contact Person
    • 14.7.5. Key Product/Services Offered
  • 14.8. HMH Education Company
    • 14.8.1. Business Overview
    • 14.8.2. Key Revenue and Financials
    • 14.8.3. Recent Developments
    • 14.8.4. Key Personnel/Key Contact Person
    • 14.8.5. Key Product/Services Offered
  • 14.9. VTech Holdings Limited
    • 14.9.1. Business Overview
    • 14.9.2. Key Revenue and Financials
    • 14.9.3. Recent Developments
    • 14.9.4. Key Personnel/Key Contact Person
    • 14.9.5. Key Product/Services Offered
  • 14.10. LeapFrog Enterprises, Inc.
    • 14.10.1. Business Overview
    • 14.10.2. Key Revenue and Financials
    • 14.10.3. Recent Developments
    • 14.10.4. Key Personnel/Key Contact Person
    • 14.10.5. Key Product/Services Offered

15. Strategic Recommendations

16. About Us & Disclaimer