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Global Edutainment Market was valued at around USD 2.8 billion in 2019 and expected to reach over USD 7 billion in 2025

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Global Edutainment Market was valued at around USD 2.8 billion in 2019 and expected to reach over USD 7 billion in 2025

February 06
10:59 2020
Global Edutainment Market was valued at around USD 2.8 billion in 2019 and expected to reach over USD 7 billion in 2025

Edutainment Market
Global Edutainment Market by type (Interactive, Non-interactive, Hybrid combination, Explorative games), by end-user (Children (0-12 years), Teenager (13-18 years), Young adult (19-25 years), and Adult (25+ years)), and region, 2015 – 2025

Educational entertainment (edutainment) is media intended to educate through entertainment and a term used as early as 1954. Most often it includes content intended to teach but has accompanying entertainment value. It has been used by academia, corporations, governments, and other entities in various countries to disseminate information in classrooms and/or via television, radio, and other media to influence viewers’ opinions and behaviours. Interest in combining education with entertainment, especially in order to make learning more enjoyable, has existed for hundreds of years, with the Renaissance and Enlightenment being movements in which this combination was presented to students. Global edutainment market was valued at around USD 2.8 billion in 2019 and expected to reach over USD 7 billion in 2025, growing at a CAGR of over 16% between 2020 and 2025.

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Knowledge development, increasing innovative offering by industry players, increasing investment by industry participants and ever evolving lifestyle are major growth driving factors for the edutainment industry across the world. Debate regarding the value of educational entertainment and its implementation can threaten the growth of this industry to some extent. Based on type, edutainment market can be classified as Interactive, Non-interactive, Hybrid combination, and Explorative games. The explorative games segment of the edutainment market dominated the market in 2019 with over 30% share in 2019. While major end-users of edutainment market include Children (0-12 years), Teenager (13-18 years), Young adult (19-25 years), and Adult (25+ years). Children segment was the leading end-user segment in 2019 with over 35% share in 2019.

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At present, edutainment market is dominated by North America with largest share in global market and also anticipated to witness rapid growth over the forecast period. North America is followed by Europe and Asia Pacific. Emerging economies are poised to play important role in edutainment market. Key players in global edutainment market are Pororo Parks, Kidzania, Plabo,  Legoland Discovery Center, CurioCity,  Kindercity,  Mattel Play Town,  Totter’s Otterville,  Kidz Holding S.A.L, and Little Explorers.

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Table of Contents

1 Industry Overview of Edutainment

2 Global Edutainment Competition Analysis by Players

3 Edutainment Market – Company (Top Players) Profiles

  • Pororo Parks     
  • Kidzania
  • Plabo
  • Legoland Discovery Center
  • CurioCity
  • Kindercity
  • Mattel Play Town
  • Totter’s Otterville
  • Kidz Holding S.A.L
  • Little Explorers

4 Global Edutainment Market Size by Type and Application (2014-2019)

5 North America Edutainment Development Status and Outlook

6 Europe Edutainment Development Status and Outlook

7 China Edutainment Development Status and Outlook

8 Rest of Asia Pacific Edutainment Development Status and Outlook

9 Central & South America Edutainment Development Status and Outlook

10 Middle East & Africa Edutainment Development Status and Outlook

11 Market Forecast by Regions, Type and Application (2019-2025)

12 Edutainment Market Dynamics

13 Market Effect Factors Analysis

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