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Edutainment Market Share

ID: MRFR//6819-HCR | 111 Pages | Author: Ankit Gupta| November 2024

In the ever-changing world of Edutainment business, how companies position themselves to control more market share is very important. It can make or break their chances for blending education and fun smoothly. A usual way is to make yourself different by providing good and varied content.


People who teach using fun, try to give different types of interesting stuff that helps kids and grown-ups learn in their own ways. By always giving good teaching stuff and making it fun, businesses can find their place. This will bring in more people to enjoy what they are selling. Lastly, how you price your products or services can help a lot in getting more of the market. Some businesses choose low prices to get a bigger piece of the market by attracting more people. Some might use a high-cost strategy, focusing on the top quality of their fun learning content. This method focuses on a smaller group of people who are ready to spend more money for improved learning and fun experiences.


Getting the cost right and having an acceptable worth is very important for making sure you keep your share of the market and make money. Working together and joining forces also show up as smart ways in the fun learning market. By working together with schools, content makers or tech suppliers, businesses can get more resources and knowledge. Also they have wider ways to share their things with others. These partnerships make the content better and help companies reach out to new customers. This makes their business stronger in the market. The online world is very important in deciding how to get a big share of the market in the fun learning, or Edutainment, business. Using new tech like virtual reality, augmented reality and interactive platforms gives you an edge over others.


Companies that put money into new technologies make fun and interesting ways of learning, drawing in people who like tech stuff. This big step with technology sets them apart from others and makes them the leaders in their business. It also helps increase how much of a market share they have. Also, it's important to understand and change with the changing likes of customers in the Edutainment business.

Covered Aspects:

Report Attribute/Metric Details
Base Year For Estimation 2021
Historical Data 2018 & 2020
Forecast Period 2022-2030
Growth Rate 17.66% (2022-2030)

Edutainment Market Overview


Edutainment Market Size was valued at USD 4.9 billion in 2021. The Edutainment market industry is projected to grow from USD 5.76 Billion in 2022 to USD 17.69 Billion by 2030, exhibiting a compound annual growth rate (CAGR) of 17.66% during the forecast period (2024 - 2032).


Digital Innovations, Technological Progress, and Transforming education into digital are the key market drivers enhancing market growth.


Figure 1: Edutainment Market Size, 2023-2032 (USD Billion)


Edutainment Market Overview


Source: Secondary Research, Primary Research, M.R.F.R. Database and Analyst Review


Edutainment Market Trends


Population Growth and the Use of A.R. and V.R. to Drive Edutainment Market Growth


During the projected period, the adoption of Augmented Reality (A.R.) and Virtual Reality (V.R.) would accelerate the growth of the Edutainment Market. Despite the rapid increase in the world's population, the number of edutainment facilities in the area exceeds demand. Most family entertainment centers (F.E.C.s) are in Tier-I and Tier-II cities with developing and rising economies. Compared to Tier II and Tier III towns, Tier I towns have a higher capacity for leisure spending. In unexplored markets in Tier-II and Tier-III towns, there is an opportunity for the established order of educational facilities to be offered at lower pricing.


Many developers focus on creating various technologies to improve gaming in Edutainment. By fusing 3D projection mapping, interactive virtual surfaces, and AR/VR creation, they attempt to develop new, technologically advanced video games. An enhanced user experience in a 3D environment boosts engagement and streamlines the educational process. Furthermore, the market's growth will probably be fueled shortly by the expanding production of headsets, V.R. controllers, and other gaming devices.


By establishing a 360-degree digital learning environment, virtual reality (V.R.), an emerging technology in the edutainment business, gives students a memorable and immersive experience that seems genuine. Virtual reality is a 3D environment created by a computer that surrounds a person and responds to their movements, typically through immersive head-mounted displays. For instance, Virtual Medical Coaching Ltd. exposed radiography students to their 3D virtual simulation technology in March 2021. With this equipment, students went through a thorough process of studying pathology, anatomy, and radiographic placement. According to student comments, a 3D virtual radiography simulation is an effective educational tool for radiography instruction. Meraas, a privately held holding company with its headquarters in Dubai, purchased D.X.B. Entertainments in June 2021 for an unknown sum. The plan to take the operating theme park company private includes the purchase of D.X.B. Entertainments. Dubai-based D.X.B. Entertainments is a company that develops leisure and entertainment.


Increasing technological developments to boost market expansion. The Edutainment Market is anticipated to rise during the projected period due to expanding technological improvements. Almost all economic sectors have been impacted by technology, which has elevated conventional practices to a new degree of innovation. Another industry that has greatly benefited from the arrival of technology in how it is offered throughout the world is education. Much emphasis is being paid to the growing use of internet services and technical innovation in the educational field. Technology companies have started collaborating with educational institutions to integrate cutting-edge technologies like augmented and virtual reality to deliver engagement-based learning. In the years to come, market growth is anticipated to be driven partly by the expansion of interactive and intelligent learning environments across educational institutions.


Edutainment Market Segment Insights


Edutainment Service Type Insights


The Edutainment market segmentation, based on Service type, includes Non-Interactive/Spectator Service and Interactive/Participatory Service. The Interactive subcategory held the most market share in 2021. The switch from the conventional teacher-centered educational paradigm to a more interesting, entertaining, and immersive approach has also increased the demand for interactive entertainment centers. Play is the best way for children to learn and helps with memory retention. This helps them develop a favorable attitude toward learning. Young children may also experiment, explore, and discover new things independently.


Edutainment Revenue Source, Type Insights


Based on Revenue Sources, the Edutainment market segmentation includes Advertising, Ticket Fees, and Partnerships. In 2021, the market was dominated by the ticket fees category.


Edutainment End-User Insights


The Edutainment market segmentation, based on Service type, includes Individuals, Schools, and Universities. The projection period will see the largest increase in the Schools. Educational facilities organize children's play activities via interesting classroom teachings. These play games might teach younger kids important abilities like counting and storytelling. As a result of these benefits, edutainment establishments have increased in popularity. Additionally, parents' increasing concern for the cognitive skill development of their children and their passion for learning difficult content are the primary factors driving this market's expansion.


Figure 2: Edutainment Market by End-User, 2021 & 2030 (USD Million)


Edutainment Market by End-User, 2021 & 2030


Source: Secondary Research, Primary Research, MRFR Database and Analyst Review


Edutainment Regional Insights


By Region, the study provides market insights into North America, Europe, Asia-Pacific and the Rest of the World. The North America Edutainment market accounted for USD 2.51 billion in 2021 and is expected to exhibit a significant CAGR growth during the study period. The Asia Pacific edutainment industry is anticipated to provide profitable prospects to active market suppliers. As more individuals frequent these facilities with their families, the number of educational entertainment centers in Southeast Asia is growing. Customers may spend valuable time with their family and friends while playing games and learning, thanks to the existence of educational facilities.


The expansion of robotics applications in Japan's educational entertainment industry opens prospects for market participants to extract value. Moreover, the China Edutainment market held the largest market share, and the India Edutainment market was the fastest-growing market in the Asia-Pacific region.


Further, the major countries studied in the market report are The U.S., Canada, Germany, France, the U.K., Italy, Spain, China, Japan, India, Australia, South Korea, and Brazil.


Figure 3: EDUTAINMENT MARKET SHARE BY REGION 2021 (%)


EDUTAINMENT MARKET SHARE BY REGION 2021


Source: Secondary Research, Primary Research, M.R.F.R. Database and Analyst Review


North America was the second-largest largest Region in the edutainment market in 2022. The edutainment industry comprises earnings from companies that offer services such as fictional radio, music, and books with instructional themes. The value of associated items sold by the service provider or incorporated into the service is included in the market value. Only items and services exchanged between parties or sold to final customers are covered.


Robot-building kits for edutainment purposes are the main focus of European educational entertainment facilities. Because it is a multi-disciplinary area requiring a synthesis of several technical topics, including Mathematics and Physics, Design and Innovation, Electronics, Computer Science and Programming, and Psychology, robotics offers exceptional educational leverage. Further, it is said that robots are a particularly compelling technology because they are tangible, complicated, and connect to fundamental human needs. The academic value of robots resides in making them work via applying or expanding knowledge to discover difficulties. This is thus expected to stimulate the expansion of the European edutainment market. Further, the Germany Edutainment market held the largest market share, and the U.K. Edutainment market was the fastest-growing market in the European Region.


Edutainment Key Market Players & Competitive Insights


Major market players are investing a lot of money in R&D to expand their product portfolios, which will spur further market growth for the Edutainment industry. With significant industry changes, including new product releases, contractual agreements, mergers and acquisitions, increased investments, and collaboration with other organizations, market participants are also undertaking various strategic activities to expand their presence. Edutainment industry competitors must provide affordable products to grow and remain in a market that is becoming increasingly competitive.


Manufacturing locally to cut operational costs is one of the main business tactics used by the Edutainment industry to serve customers and increase the market sector. The Edutainment industry has recently given medicine some of the most important advantages. The Edutainment market major player such as Brightcove Inc., Tata Sons Private LimitedKNeoMedia Limited, KidZania Operations S.A.R.L., Kramer Electronics, and LEGOLAND Discovery Center. Kaltura Inc., Kidz Holding S.A.L., A.E.L. Data Services L.L.P., Meraasm, Reliance Jio Infocomm Limited, d'Vinci Interactive Inc., zSpace Inc, Time4Learning.Others are working on expanding the market demand by investing in research and development activities.


An educational technology tool is the game-based learning platform Kahoot! from Norway. It features multiple-choice quizzes created by users, sometimes called "cahoots," which may be accessible by a web browser or Kahoot! App. Additionally, Kahoot! Offers trivia tests. One of the top industry players, Kahoot, introduced an educational gaming subscription in 2020 that lets children play and study simultaneously. The kids may compete against other pupils thanks to the service's three levels when playing the game.


An American provider of educational technology, Blackboard Inc. has its main office in Reston, Virginia. It was well-known for its learning management system, Blackboard Learn. One of the major players in the market, Blackboard Inc., introduced Blackboard retention coaching in the year 2020. The solution offers benefits like the highest level of student engagement, individualized support, and focus. It also enables students to connect with the appropriate campus resources.


Key Companies in the Edutainment market include




  • Brightcove Inc.




  • Tata Sons Private Limited




  • KNeoMedia Limited




  • KidZania Operations S.A.R.L.




  • Kramer Electronics and LEGOLAND Discovery Center




  • Kaltura Inc.




  • Kidz Holding S.A.L.




  • A.E.L. Data Services L.L.P.




  • Meraasm




  • Reliance Jio Infocomm Limited




  • d'Vinci Interactive Inc.




  • zSpace Inc




  • Time4Learning




Edutainment Industry Developments


March 2022Eggheads is a brand-new mobile NFT gaming app that was just released, according to iLearn. As a result, the gaming industry, education industry, and Learn to Earn will all be disrupted. Learn seeks to provide a meaningful, entertaining, and engaging learning experience using blockchain technology. The first game or software to be released on iLearn is called Eggheads.


August 2019An innovative program for children and parents has been launched by GopalaKidz in New Delhi to support the country's edutainment idea. The program is offered in the form of several animated video series and is specially created for children.


October 2019Kidzania Kuwait and Microsoft Kuwait have partnered to help children develop their technological abilities and enable them to accomplish more. The goal of the cooperation was to give children digital and soft skills that would equip them for the workforce.


Edutainment Market Segmentation


Edutainment Service Type Outlook



  • Non-Interactive/Spectator Service

  • Interactive/Participatory Service


Edutainment Revenue Source Outlook




  • Advertising




  • Ticket Fees




  • Partnership




Edutainment End User Outlook




  • Individuals




  • Schools




  • Universities




Edutainment Regional Outlook




  • North America


    • US

    • Canada






  • Europe


    • Germany

    • France

    • UK

    • Italy

    • Spain

    • Rest of Europe






  • Asia-Pacific


    • China

    • Japan

    • India

    • Australia

    • South Korea

    • Australia

    • Rest of Asia-Pacific






  • Rest of the World


    • Middle East

    • Africa

    • Latin America



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