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EDUTAINMENT MARKET SIZE AND SHARE ANALYSIS - GROWTH TRENDS AND FORECASTS (2024 - 2031)

Edutainment Market, By Product Type (Hybrid, Non-interactive, Interactive, and Explorative), By End User (Children, Teenagers, Young Adult, and Adult), By Geography (North America, Latin America, Asia Pacific, Europe, Middle East, and Africa).

Edutainment Market Size and Trends

Global edutainment market is estimated to be valued at USD 3.61 Bn in 2024 and is expected to reach USD 7.82 Bn by 2031, exhibiting a compound annual growth rate (CAGR) of 11.7% from 2024 to 2031.

Edutainment Market Key Factors

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With the continual adoption of advanced technologies like augmented and virtual reality, the gaming industry is focused on developing educational games. Major players are investing in research and development to come up with innovative products that blend learning and entertainment. Furthermore, the rising popularity of mobile-based learning among both kids and adults has boosted the demand. Investments by companies in developing interactive experiences using technologies such as VR/AR/MR ((AR), Mixed Reality (MR), and Virtual Reality (VR)) and artificial intelligence are expected to open new avenues for marketers. Educational institutions and centers are also increasingly deploying edutainment activities as part of their curriculum to make learning more engaging.

Top Strategies Followed by Global Edutainment Market Players

Established players in the global edutainment market focus heavily on research and development to introduce innovative products. Industry leaders like Lego, Hasbro, and Mattel invest over 5% of their annual revenue in R&D. This allows them to develop immersive learning solutions incorporating cutting-edge technologies like augmented and virtual reality. These companies also form strategic alliances with technology giants to enhance their product capabilities. For instance, in December 2020 Lego has partnerships with Apple and Google to integrate their construction toys with mobile apps and games.

Mid-sized players aim to capture the cost-sensitive segment through affordable offerings. They partner with local manufacturers in developing countries to benefit from lower production costs. Companies like Goliath and VTech provide budget-friendly interactive toys and games priced 20-30% lower than major brands. Such players have also collaborated with educational institutions to tailor their products to different curriculum standards worldwide.

Small startups specialize in niche areas overlooked by larger competitors. Many focus on science, technology, engineering, art and math (STEAM) topics like coding, electronics, and robotics through do-it-yourself kits. Others develop inclusive toys catering to special needs children. To gain traction, these companies leverage social media marketing and sign agreements with school districts or child development centers to pilot their innovative solutions.

Emerging Startups in the Global Edutainment Market

Many startups are contributing innovative technologies like artificial intelligence and augmented reality. Mobo Robotics creates AI-powered educational robots that interact with children through voice and touch. Craft Robotics produces DIY robotics kits where students assemble robots and code their behavior. These technologies can enhance learning outcomes through personalized and hands-on experiences.

Several startups focus on sustainability through eco-friendly materials. Pleo produces educational toys featuring recycled plastic and plant-based components. Origami Robot has developed a low-cost robot made entirely from waste cardboard recovered from factories. Such sustainable solutions help companies stand out while reducing the industry's environmental footprint.

Some startups address niche needs overlooked by bigger players. LabOtary builds science lab equipment and experiments for home use, democratizing access to skills usually developed in classrooms. Autcraft creates assistive technologies like adaptive toys, communication boards and sensory aids for children with special needs.

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