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Edutainment Market Size, Share Global Analysis Report, 2022 – 2028

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Edutainment Market Size, Share, Growth Analysis Report By Gaming Type (Interactive, Non-interactive, Explorative, and Hybrid Combination), By Facility Size (5,001 to 10,000 Sq. Ft., 10,001 to 20,000 Sq. Ft., 20,001 to 40,000 Sq. Ft., and 40,000 sq. Ft.), By Revenue Source (Entry fees & tickets, Food & Beverages, Merchandising, Advertising, and Others), By Visitor Demographics (Children (0-12), Teenager (13-18), Young Adult (19-25), and Adult (25+)), and By Region - Global and Regional Industry Insights, Overview, Comprehensive Analysis, Trends, Statistical Research, Market Intelligence, Historical Data and Forecast 2022 – 2028

Industry Insights

[224+ Pages Report]  According to the report published by Facts & Factors, the global edutainment market size was worth USD 1,562.8 million in 2021 and is estimated to grow to USD 3,748.89 million by 2028, with a compound annual growth rate (CAGR) of approximately 15.70% percent over the forecast period. The report analyzes the edutainment market's drivers, restraints/challenges, and their effect on the demands during the projection period. In addition, the report explores emerging opportunities in the edutainment market.

Global Edutainment Market Size

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logoMarket Overview

Edutainment centers are the places the children or their parents visit during the field trips, including aquariums, zoos, botanical gardens, science, and children's museum. These places have educational feature with the inclusion of amusement or entertainment. So, edutainment centers are those where there is a provision of learning through ease. Also, this is the information age, and it is evident that education is increasingly clubbed with entertainment models to keep the millennials engaged in the attribute of education required to deal with the newer challenges at personal and professional levels. Expanding preference of parents and guardians to visit highly engaging and all-inclusive with their children is assisting edutainment centers to consider evolutionary changes around the establishment.

logoCOVID-19 Impact:

The COVID-19 pandemic has impacted every sector due to social distancing norms. Edutainment parks and theme parks are transforming towards digitalization to secure safety. Global theme park attendance reduced 67% at the 25 most-visited theme parks from 2019 to 2020, according to the Themed Entertainment Association and AECOM. The COVID-19 pandemic pushed theme parks to close for months in 2020 as governments globally imposed lockdowns and restricted domestic & international travel, restricting the requirement for services provided by these establishments. As a result, regional edutainment centers and theme parks are considering selling off property to elevate capital. For the second year in a row, amusement parks open later and with limited capacity. Thus, it is estimated that the industry may not fully redeem until 2023.

logoKey Insights

  • As per the analysis shared by our research analyst, the global edutainment market value is expected to grow at a CAGR of 15.70% over the forecast period.
  • In terms of revenue, the global edutainment market size was valued at around USD 1,562.8 million in 2021 and is projected to reach USD 3,748.89 million by 2028.
  • Educational institutions are increasingly integrating with edutainment vendors due to these potential benefits.
  • By gaming type, the hybrid combination category dominated the market in 2021.
  • By facility size, the 40,000 Sq. Ft. categories dominated the market in 2021.
  • By revenue source, the entry fees & tickets category dominated the market in 2021.
  • By visitor demographics, the 20,001 to 40,000 sq. ft. category dominated the market in 2021.
  • The Asia Pacific dominated the global edutainment market in 2021.

logo Growth Drivers

  • Introduction of next-generation technology and fast-paced drive market growth

The introduction of next-generation technology and fast-paced promotion in robotics, machine learning, artificial intelligence, and the internet of things transform conventional components within edutainment centers. With shifting educational models, children are already aware of technologies grabbing the advanced systems rather rapidly inspiring education providers to significantly reform their curriculum adhering to the skillset desired by the future generation quickly modernizing society, which is expected to boost the global edutainment market. The quick proliferation of smart devices and internet-enabled systems is further fueling the growth of the global market.

logo Restraints

  • Lack of alertness regarding the model hinders the market growth

The factor that restrains the global edutainment market is a lack of alertness regarding the model. Furthermore, design complications relating to the edutainment product are expected to obstruct market growth.

logo Opportunity

  • Introduction of AR/VR implementation to boost the market growth opportunities

The growing advancement in virtual reality gaming in the market generates outstanding growth opportunities. The enhanced user experience in the 3D environment increases user engagement and clarifies the learning processes. The growing production of VR headsets, controllers, and other gaming devices in the current scenario also impacts the market's growth.

logoSegmentation Analysis

The global edutainment market has been segmented into gaming type, facility size, revenue source, applications, and region.

Based on gaming type, the market is segmented into interactive, non-interactive, explorative, and hybrid combinations. The hybrid combination is anticipated to have the highest share in the market. Demand is growing for hybrid combination edutainment as it can deliver an immersive experience to youngsters. The hybrid combination gaming type is gaining traction due to the shift from the conventional teacher-centered education model to a more enveloping, experiential, and entertaining one.

Based on facility size, the market is classified into 5,001 to 10,000 sq. ft., 10,001 to 20,000 sq. ft., 20,001 to 40,000 sq. ft., and, 40,000 sq. ft. In 2021, the 20,001 to 40,000 sq. ft category dominated the global market as various discovery centers opened on 20,001 to 40,000 sq. ft. For instance, in June 2021, Legoland discovery center inaugurated a 31,000 sq ft indoor playground at Great Mall in Milpitas.

Based on revenue source, the market is classified into entry fees & tickets, food & beverages, merchandising, advertising, and others. The entry fees & tickets segment dominated the market in 2021. Edutainment centers produce maximum revenue from the entry fees and tickets due to increasing income among families, which has had to raise expenditure on entertainment and education. Families with children and teenage members are spending more on edutainment activities, such as simulation games. Children’s growing interest in these games is alluring people to visit edutainment centers, so edutainment centers are creating maximum revenue from entry fees and tickets.

Based on visitor demographics, the market is segmented into children (0-12), teenagers (13-18), young adults (19-25), and adults (25+). The children segment is expected to become the fastest growing as edutainment centers arrange play activities through interactive classroom sessions. These play activities can assist younger children in grasping important information, including how to count and tell a story. These benefits have grown the demand for edutainment centers during the forecast period.

logo Recent Developments

  • April 2021: Discovery Americas partnered with KidZania. Discovery Americas' investment in KidZania will authorize KidZania to execute key growth initiatives – a rollout of KidZania 4.0 in the company's facilities in Mexico and the U.K., acceleration of implementation and rollout of KidZania 5.0, and further development of Kinesis. This new platform brings elements of wellness and entertainment together to deliver a significant experience to customers.

logoReport Scope

Report Attribute

Details

Market Size in 2021

USD 1,562.8 Million

Projected Market Size in 2028

USD 3,748.89 Million

CAGR Growth Rate

15.70% CAGR

Base Year

2021

Forecast Years

2022-2028

Key Market Players

Kidzania, Legoland Discovery Center, Kindercity, Plabo, Pororo Park, Curiosity, and Others

Key Segment

By Gaming Type, Facility Size, Revenue Source, Visitor Demographics, and Region

Major Regions Covered

North America, Europe, Asia Pacific, Latin America, and the Middle East &, Africa

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logo Regional Landscape

  • The Asia Pacific dominated the edutainment market in 2021

The largest number of smart device users and a very large former audit population drive the Asia-Pacific edutainment market in 2021. Additionally, various edutainment companies and stronger competition for education further aid the market growth. The growing investment in educational technology is also fueling the adoption of the edutainment market. Further, acquiring cloud computing technology in the education sector is growing newer avenues for market growth.

logo Competitive Landscape

  • Kidzania 
  • Legoland Discovery Center 
  • Kindercity 
  • Plabo 
  • Pororo Park 
  • Curiosity.

Global Edutainment Market is segmented as follows:

logoBy Gaming Type

  • Interactive
  • Non-interactive
  • Explorative
  • Hybrid Combination

logoBy 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

logoBy Revenue Source

  • Entry fees & tickets
  • Food & Beverages
  • Merchandising
  • Advertising
  • Others

logoBy Visitor Demographics

  • Children (0-12)
  • Teenagers (13-18)
  • Young Adult (19-25)
  • Adult (25+)

logoBy Regional Segment Analysis

  • North America
    • The U.S.
    • Canada
    • Mexico
  • Europe
    • France
    • The UK
    • Spain
    • Germany
    • Italy
    • Nordic Countries
      • Denmark
      • Sweden
      • Norway
    • Benelux Union
      • Belgium
      • The Netherlands
      • Luxembourg
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • Australia
    • South Korea
    • Southeast Asia
      • Indonesia
      • Thailand
      • Malaysia
      • Singapore
      • Rest of Southeast Asia
    • Rest of Asia Pacific
  • The Middle East & Africa
    • Saudi Arabia
    • UAE
    • Egypt
    • South Africa
    • Rest of the Middle East & Africa
  • Latin America
    • Brazil
    • Argentina
    • Rest of Latin America

Industry Major Market Players

  • Kidzania 
  • Legoland Discovery Center 
  • Kindercity 
  • Plabo 
  • Pororo Park 
  • Curiosity.