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. Global edutainment market is projected to grow significantly in the coming years. Edutainment refers to the use of entertainment and multimedia tools and approaches for the purpose of education and learning. It utilizes storytelling, games, and hands-on interactive activities to engage students and impart knowledge in an enjoyable way. With the growing popularity of digital learning and the need to make education more interesting and experiential for the new generation, the demand for edutainment products and services is rising globally. Major factors driving this include the advent of virtual reality, augmented reality and artificial intelligence technologies which are enhancing the edutainment experience. Meanwhile, growing investments by both private and public sectors in developing innovative edutainment solutions are also propelling the market forward.
Market Dynamics:
Global edutainment market is witnessing positive growth driven by rising investments in developing innovative edutainment solutions globally. Growing popularity of digital learning and need to make education more interesting for students through experiential methods is a key growth driver. However, high initial investments required for the development of edutainment products and services pose a challenge for market players. Meanwhile, increasing adoption of advanced technologies such as virtual reality, augmented reality, and artificial intelligence present lucrative opportunities, as they are enhancing the edutainment experience. Major companies are investing in R&D to incorporate these technologies in their offerings.
Key Features of the Study:
- This report provides in-depth analysis of the global edutainment market, and provides market size (US$ Billion) and compound annual growth rate (CAGR%) for the forecast period (2024–2031), considering 2023 as the base year
- It elucidates potential revenue opportunities across different segments and explains attractive investment proposition matrices for this market
- This study also provides key insights about market drivers, restraints, opportunities, new product launches or approvals, market trends, regional outlook, and competitive strategies adopted by key players
- It profiles key players in the global edutainment market based on the following parameters – company highlights, products portfolio, key highlights, financial performance, and strategies
- Key companies covered as a part of this study include Kahoot, ABCmouse, Curiosity Stream, LeapFrog Enterprises, Inc, BYJU’s, Duolingo, Nickelodeon, Tynker, Minecraft Education Edition, and Roblox Education
- Insights from this report would allow marketers and the management authorities of the companies to make informed decisions regarding their future product launches, type up-gradation, market expansion, and marketing tactics
- The global edutainment market report caters to various stakeholders in this industry including investors, suppliers, product manufacturers, distributors, new entrants, and financial analysts
- Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the global edutainment market
Market Segmentation
Market Segmentation
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