市场调查报告书
商品编码
1464866
教育娱乐市场:按内容类型、平台和最终用户划分 - 2024-2030 年全球预测Edutainment Market by Content Type (Academic Subjects, Creativity & Arts, Health & Fitness), Platform (Books & eBooks, Games & Interactive Systems, Mobile Apps), End-User - Global Forecast 2024-2030 |
※ 本网页内容可能与最新版本有所差异。详细情况请与我们联繫。
预计2023年教育娱乐市场规模为42.8亿美元,预计2024年将达到49.4亿美元,2030年将达到120.1亿美元,复合年增长率为15.87%。
教育娱乐是由「Education」和「Entertainment」组合而成的一个词,指的是旨在透过娱乐进行教育的内容。这种创新方法旨在使学习变得有趣和有吸引力,并有多种形式,包括电视节目、视频游戏、网站,甚至将教育内容与有趣型态融为一体的教育玩具。随着智慧型装置和高速网路的出现,数位科技的发展正在增加对教育娱乐的需求。企业和政府机构越来越多地转向教育娱乐的培训和发展。家长在传统课堂之外寻求学习平台来补充孩子教育的趋势也正在创造教育娱乐的平台。然而,缺乏对基于游戏的学习方法的关注以及教育娱乐学习的失败正在阻碍市场的成长。扩增实境的实施以及基于语言的学习的需求和采用等技术进步预计将创造市场机会。
主要市场统计 | |
---|---|
基准年[2023] | 42.8亿美元 |
预测年份 [2024] | 49.4亿美元 |
预测年份 [2030] | 120.1亿美元 |
复合年增长率(%) | 15.87% |
内容类型迎合各种年龄层和兴趣的教育娱乐内容越来越受欢迎。
教育娱乐的内容既具有教育意义又具有娱乐性,旨在让学习变得有趣和吸引人。它跨越各种平台,包括线上课程、视频游戏、电视节目和应用程序,迎合了广泛的年龄和兴趣。科目涵盖数学、科学、历史、日语等传统教育领域。学术教育娱乐旨在透过结合互动元素、多媒体和游戏化来增强传统的学习方法。目的是提高对科目的理解和记忆,鼓励继续学习,并使更多人能够接受教育。在创造力和艺术领域,教育娱乐的重点是培养艺术技能和创造性思维。这包括从音乐和绘画到数位艺术和讲故事的一切。互动教程、创造性挑战、教育游戏等是个人探索和发展艺术能力的途径。在这个领域,您不仅会发展您的技术技能,还会发展您的想像探索和个人表达。与健康和健身相关的教育娱乐旨在透过引人入胜的内容来教育个人有关健康生活、体能训练、营养和心理健康的知识。追踪进度的互动式应用程式和游戏、虚拟锻炼课程和饮食规划工具是该领域教育娱乐应用程式的范例。我们的目标是让获得健康知识并将健身融入您的生活方式成为一个有趣且有益的过程。生活技能教育娱乐于专注于日常生活和自我发展所必需的技能,例如金融知识、时间管理、烹饪和社交技能。这些教育娱乐的工具使用互动式模组、模拟和现实生活场景来帮助个人获得更有效、更独立地驾驭生活各个方面的知识。
最终使用者:成人对教育娱乐的采用率很高,因为它提供了灵活的学习机会。
成人教育娱乐旨在以引人入胜的方式提供教育内容,重点关注专业发展、语言学习以及烹饪和摄影等个人兴趣领域。该领域通常透过网路研讨会、播客和互动式应用程式等平台整合技术,以提供适合繁忙日程的灵活学习机会。内容通常更加复杂,着重于技能发展、职业发展和终身学习。 6至12岁的儿童正处于认知、情绪和社交发展的关键阶段。这组教育娱乐的主要目的是在娱乐的同时补充学校学习。透过互动软体、游戏和活动介绍科学、数学、语言艺术和社会研究概念,以提高解决问题和批判性思考能力。此外,为了以平易近人的形式提供教育内容,内容通常着重于人物和故事。青少年的「教育娱乐」旨在满足他们先进的认知能力和多样化的兴趣。这部分包含广泛的主题,包括高级学术、生活技能和职业探索。 YouTube 教育频道、模拟游戏和虚拟实境体验等热门平台旨在提供有抱负和鼓舞人心的内容,并鼓励自主学习和探索。最年轻的最终使用者(幼儿和学龄前儿童)透过高度互动、丰富多彩且有趣的内容沉浸在教育娱乐中。教育娱乐着重于字母辨识、基本算术、颜色、形状和社交技能等基本技能,通常透过动画影片、互动游戏和故事应用程式来传递。这些内容旨在鼓励在培育和参与的环境中早期学习和发展,并且通常包括家长的参与。
区域洞察
在技术进步和互联网高普及的推动下,教育娱乐在美洲正在经历显着增长。该市场容纳了多种形式,从针对幼儿的教育应用程式到适合所有年龄层的互动博物馆和科学中心。 STEM(科学、技术、工程和数学)教育受到广泛关注,许多教育娱乐旨在使这些学科更容易理解、更具吸引力。教育内容创作者和学校之间的合作也变得越来越普遍,教育娱乐产品在教育环境中越来越普及。由于中产阶级的不断壮大和教育投资的增加,亚太地区的教育娱乐产业正在蓬勃发展。随着教育娱乐数位平台的普及,中国、印度、韩国和其他国家处于领先地位。该地区非常重视儿童的语言学习和编码,这反映了该地区在教育方面的优先事项。文化因素也发挥着重要作用,内容通常根据当地价值和教育目标量身定制。此外,政府提高教育标准的努力透过将科技融入学习环境来间接支持教育娱乐产业。 EMEA(欧洲、中东和非洲)地区呈现多样化的教育娱乐格局,不同国家的采用和发展也存在差异。欧洲拥有悠久的公共广播传统,许多网路都为儿童提供教育节目。特别是在西欧,互动科学中心和博物馆正在兴起。中东地区,特别是海湾地区,对教育娱乐的投资非常大,重点是阿拉伯语和英语双语内容,服务于教育和文化保护。儘管非洲在这一领域仍处于新兴阶段,但考虑到非洲大陆的行动普及迅速扩大,它显示出了成长潜力,特别是在基于行动的教育娱乐解决方案方面。
FPNV定位矩阵
FPNV定位矩阵对于评估教育娱乐市场至关重要。我们检视与业务策略和产品满意度相关的关键指标,以对供应商进行全面评估。这种深入的分析使用户能够根据自己的要求做出明智的决策。根据评估,供应商被分为四个成功程度不同的像限:前沿(F)、探路者(P)、利基(N)和重要(V)。
市场占有率分析
市场占有率分析是一种综合工具,可对教育娱乐市场中供应商的现状进行深入而详细的研究。全面比较和分析供应商在整体收益、基本客群和其他关键指标方面的贡献,以便更好地了解公司的绩效及其在争夺市场占有率时面临的挑战。此外,该分析还提供了对该行业竞争特征的宝贵见解,包括在研究基准年观察到的累积、分散主导地位和合併特征等因素。详细程度的提高使供应商能够做出更明智的决策并制定有效的策略,从而在市场上获得竞争优势。
1. 市场渗透率:提供有关主要企业所服务的市场的全面资讯。
2. 市场开拓:我们深入研究利润丰厚的新兴市场,并分析其在成熟细分市场的渗透率。
3. 市场多元化:提供有关新产品发布、开拓地区、最新发展和投资的详细资讯。
4.竞争评估与资讯:对主要企业的市场占有率、策略、产品、认证、监管状况、专利状况、製造能力等进行全面评估。
5. 产品开发与创新:提供对未来技术、研发活动和突破性产品开发的见解。
1.教育娱乐市场的市场规模与预测是多少?
2.在教育娱乐市场预测期内需要考虑投资的产品、细分市场、应用程式和领域有哪些?
3.教育娱乐市场的技术趋势与法规结构是什么?
4.教育娱乐市场主要厂商的市场占有率是多少?
5.进入教育娱乐市场的合适型态和策略手段是什么?
[194 Pages Report] The Edutainment Market size was estimated at USD 4.28 billion in 2023 and expected to reach USD 4.94 billion in 2024, at a CAGR 15.87% to reach USD 12.01 billion by 2030.
Edutainment, a term derived from the combination of "education" and "entertainment," refers to content designed to educate through entertainment. This innovative approach aims at making learning enjoyable and engaging, covering various forms, including television programs, video games, websites, and even educational toys that blend instructional content with fun elements. The growth in digital technology with the advent of smart devices and high-speed internet is increasing the demand for edutainment. Businesses and governments are increasingly adopting edutainment tools for training and development, recognizing the effectiveness of engaging content in improving learning outcomes. A growing trend among parents to seek out additional learning platforms outside of the conventional classroom setting to supplement their children's education is creating a platform for edutainment. However, lack of action in game-based learning approaches, and failure to edutainment learning hamper market growth. Technological advancements such as the implementation of augmented reality and the increasing need and adoption of language-based learning are expected to create a market opportunity.
KEY MARKET STATISTICS | |
---|---|
Base Year [2023] | USD 4.28 billion |
Estimated Year [2024] | USD 4.94 billion |
Forecast Year [2030] | USD 12.01 billion |
CAGR (%) | 15.87% |
Content Type: Growing popularity of edutainment content that cater to a wide range of age groups and interests
Edutainment content is designed to be both educational and entertaining, aiming to make learning enjoyable and engaging. It spans various platforms, including online courses, video games, TV shows, and apps, catering to a wide range of age groups and interests. Academic subjects cover traditional educational disciplines such as mathematics, science, history, and language arts. Edutainment in academic subjects seeks to enhance traditional learning methods by incorporating interactive elements, multimedia, and gamification. The goal is to improve understanding and retention of subject matter, motivate continuous learning, and make education accessible to a broader audience. In the creativity & arts, edutainment focuses on fostering artistic skills and creative thinking. This includes everything from music and painting to digital arts and storytelling. Interactive tutorials, creative challenges, and educational games are some avenues through which individuals can explore and develop their artistic abilities. This segment not only enhances technical skills but also encourages imaginative exploration and personal expression. Edutainment related to health & fitness aims to educate individuals about healthy living, physical exercise, nutrition, and mental well-being through engaging content. Interactive apps and games that track progress, virtual workout sessions, and diet planning tools are examples of edutainment applications in this area. The objective is to make gaining knowledge about health and implementing fitness into one's lifestyle an enjoyable and rewarding process. Life skills edutainment focuses on essential skills for daily living and personal development, such as financial literacy, time management, cooking, and social skills. By using interactive modules, simulations, and real-life scenarios, these edutainment tools seek to equip individuals with the know-how to navigate various aspects of life more effectively and independently.
End-User: High adoption of edutainment among adults to provide flexible learning opportunities
Edutainment for adults is designed to offer educational content in an engaging manner, focusing on professional development, language learning, and personal interest areas such as cooking or photography. This segment often integrates technology through platforms such as webinars, podcasts, and interactive apps to provide flexible learning opportunities that accommodate busy schedules. The content is typically more sophisticated, with a focus on skill enhancement, career development, and lifelong learning. Children in the 6-12 age group are at a critical stage of cognitive, emotional, and social development. Edutainment for this cohort is primarily designed to supplement school learning with fun. It introduces concepts in science, mathematics, language arts, and social studies through interactive software, games, and activities that promote problem-solving and critical-thinking skills. The content is often character-based and story-driven to maintain engagement and ensure educational content is delivered in an approachable manner. For teenagers, edutainment is crafted to resonate with their advanced cognitive abilities and varied interests. This segment incorporates a wide range of topics, including advanced academic subjects, life skills, and career exploration. Platforms such as educational YouTube channels, simulation games, and virtual reality experiences are popular, offering content that is both aspirational and inspirational, designed to motivate self-directed learning and exploration. The youngest end-users, toddlers, & preschoolers, engage with edutainment through highly interactive, colorful, and playful content. Focused on foundational skills such as alphabet recognition, basic numeracy, colors, shapes, and social skills, edutainment for this group is often delivered through animated videos, interactive games, and story apps. The content aims to stimulate early learning and development in a nurturing and engaging environment, often with parental participation as a key component.
Regional Insights
In the Americas, edutainment has seen significant growth, driven by advances in technology and high internet penetration. The market has embraced diverse formats from educational apps targeting young children to interactive museums and science centers that cater to all ages. There is a strong focus on STEM (Science, Technology, Engineering, and Mathematics) education, with many edutainment offerings designed to make these subjects more accessible and engaging. Partnerships between educational content creators and schools have also become more common, expanding the reach of edutainment products into formal education settings. The APAC region is experiencing rapid growth in the edutainment sector, fueled by a growing middle class and increased investment in education. Countries such as China, India, and South Korea are leading the charge, with a notable surge in digital edutainment platforms due to widespread mobile adoption. There is a significant emphasis on language learning and coding for children, reflecting regional priorities in education. Cultural factors also play a crucial role, as content is often tailored to reflect local values and educational goals. Furthermore, government initiatives aimed at improving educational standards are indirectly supporting the edutainment industry by integrating technology into learning environments. The EMEA region presents a diverse edutainment landscape, with variations in adoption and development across countries. In Europe, there is a strong tradition of public broadcasting, with many networks offering educational programming for children. This is complemented by a growing number of interactive science centers and museums, particularly in Western Europe. The Middle East has seen notable investments in edutainment, particularly in the Gulf countries, where there is an emphasis on bilingual content in Arabic and English to serve both educational and cultural preservation purposes. Africa, while still emerging in this space, shows potential for growth, especially in mobile-based edutainment solutions, given the continent's rapidly expanding mobile penetration.
FPNV Positioning Matrix
The FPNV Positioning Matrix is pivotal in evaluating the Edutainment Market. It offers a comprehensive assessment of vendors, examining key metrics related to Business Strategy and Product Satisfaction. This in-depth analysis empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success: Forefront (F), Pathfinder (P), Niche (N), or Vital (V).
Market Share Analysis
The Market Share Analysis is a comprehensive tool that provides an insightful and in-depth examination of the current state of vendors in the Edutainment Market. By meticulously comparing and analyzing vendor contributions in terms of overall revenue, customer base, and other key metrics, we can offer companies a greater understanding of their performance and the challenges they face when competing for market share. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With this expanded level of detail, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.
Key Company Profiles
The report delves into recent significant developments in the Edutainment Market, highlighting leading vendors and their innovative profiles. These include Animated Technologies Ltd., Archy Learning, Batia Infotech, Blooket LLC, Breakout Inc., Bright Horizons Family Solutions Inc., Centrical, Classcraft Studios Inc., Cognitive ToyBox, Inc., Discovery Kids by Discovery Communications, LLC, Duolingo, Inc., Hornbill FX Private Limited, Hurix Systems Pvt. Ltd., Kahoot! ASA, KidZania Operations, S.a.r.l., Kuato Studios, Layup by Creative eLearning Pvt. Ltd., Legoland Discovery Centre, Lumos Labs, Inc., Microsoft Corporation, National Geographic Partners, LLC, Prodigy Education Inc., Quizlet, Inc., QuoDeck Technologies PLC, Schell Games, Smart Lumies, Inc., and Udemy, Inc..
Market Segmentation & Coverage
1. Market Penetration: It presents comprehensive information on the market provided by key players.
2. Market Development: It delves deep into lucrative emerging markets and analyzes the penetration across mature market segments.
3. Market Diversification: It provides detailed information on new product launches, untapped geographic regions, recent developments, and investments.
4. Competitive Assessment & Intelligence: It conducts an exhaustive assessment of market shares, strategies, products, certifications, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players.
5. Product Development & Innovation: It offers intelligent insights on future technologies, R&D activities, and breakthrough product developments.
1. What is the market size and forecast of the Edutainment Market?
2. Which products, segments, applications, and areas should one consider investing in over the forecast period in the Edutainment Market?
3. What are the technology trends and regulatory frameworks in the Edutainment Market?
4. What is the market share of the leading vendors in the Edutainment Market?
5. Which modes and strategic moves are suitable for entering the Edutainment Market?