封面
市场调查报告书
商品编码
1614102

教育娱乐市场:按内容类型、平台和最终用户划分 - 2025-2030 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 2025-2030

出版日期: | 出版商: 360iResearch | 英文 186 Pages | 商品交期: 最快1-2个工作天内

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2023年,教育娱乐市场价值为42.8亿美元,预计到2024年将达到49.4亿美元,复合年增长率为15.87%,到2030年将达到120.1亿美元。

教育娱乐市场是教育和娱乐的融合,涵盖广泛的数位平台、媒体、游戏和旨在同时教育和娱乐的活动。这个市场很重要,因为对吸引从儿童到成人的广泛人群的引人入胜的学习体验的需求不断增长。应用范围从互动博物馆展览到教育移动应用程序,促进儿童的认知发展和成人的持续学习机会。最终用途范围广泛,包括教育机构、游戏公司、内容创作者、家长、学生等。关键的成长要素包括扩增实境实境和虚拟实境等技术进步、网路普及率的提高以及疫情期间和疫情期间不断变化的学习偏好。利用这些技术开发创新内容,创造身临其境型的教育体验,创造尖端的商机。教育娱乐的个人化和自我调整学习透过适应个人的学习节奏和风格提供了巨大的可能性。然而,也存在竞争激烈、内容品管以及维持娱乐教育价值等挑战。特别是在新兴市场,数位落差问题会阻碍市场开拓。创新可以专注于人工智慧驱动的个人化学习平台以及教育工作者、技术专家和创作者之间的相互协作,以设计引人入胜的教育内容。可以透过瞄准职业培训和技术技能教育等利基市场来建立永续的经营模式。随着数位转型的持续,市场预计将变得越来越活跃,基于云端基础的解决方案和增强的连接性将推动全球扩张。鼓励希望进入这一市场的公司投资学习者参与策略的研究,并与教育机构和科技公司建立策略伙伴关係关係。持续适应科技趋势和消费者回馈对于驾驭复杂的环境和抓住教育娱乐领域固有的成长潜力至关重要。

主要市场统计
基准年[2023] 42.8亿美元
预计年份 [2024] 49.4亿美元
预测年份 [2030] 120.1亿美元
复合年增长率(%) 15.87%

市场动态:揭示快速发展的教育娱乐市场的关键市场洞察

供需的动态交互作用正在改变教育娱乐市场。透过了解这些不断变化的市场动态,公司可以准备好做出明智的投资决策、完善策略决策并抓住新的商机。全面了解这些趋势可以帮助企业降低政治、地理、技术、社会和经济领域的风险,同时也能帮助企业了解消费行为及其对製造业的影响。

  • 市场驱动因素
    • 透过现代互动方式提高优质教育的需求
    • 开发数位学习基础设施
    • 扩大教育娱乐在商业部门培训和技能发展的应用
  • 市场限制因素
    • 缺乏IT基础设施,培训师在引进教育娱乐时缺乏理解
  • 市场机会
    • AR、VR 和 AI 在教育娱乐解决方案中的日益融合
    • 透过教育娱乐的方式学习新语言
  • 市场挑战
    • 创建符合学习目标和课程的适当游戏设计的潜在障碍

波特的五力:驾驭教育娱乐市场的策略工具

波特的五力架构是了解教育娱乐市场竞争格局的重要工具。波特的五力框架为评估公司的竞争地位和探索策略机会提供了清晰的方法。该框架可帮助公司评估市场动态并确定新业务的盈利。这些见解使公司能够利用自己的优势,解决弱点并避免潜在的挑战,从而确保更强大的市场地位。

PESTLE分析:了解教育娱乐市场的外部影响

外部宏观环境因素在塑造教育娱乐市场的表现动态方面发挥着至关重要的作用。对政治、经济、社会、技术、法律和环境因素的分析提供了应对这些影响所需的资讯。透过调查 PESTLE 因素,公司可以更了解潜在的风险和机会。这种分析可以帮助公司预测法规、消费者偏好和经济趋势的变化,并帮助他们做出积极主动的决策。

市场占有率分析 了解教育娱乐市场的竞争状况

对教育娱乐市场的详细市场占有率分析可以对供应商绩效进行全面评估。公司可以透过比较收益、客户群和成长率等关键指标来揭示其竞争地位。该分析揭示了市场集中、分散和整合的趋势,为供应商提供了製定策略决策所需的洞察力,使他们能够在日益激烈的竞争中占有一席之地。

FPNV定位矩阵教育娱乐市场供应商绩效评估

FPNV定位矩阵是评估教育娱乐市场供应商的重要工具。此矩阵允许业务组织根据商务策略和产品满意度评估供应商,从而做出与其目标相符的明智决策。这四个象限使您能够清晰、准确地划分供应商,以确定最能满足您的策略目标的合作伙伴和解决方案。

策略分析和建议描绘了在教育娱乐市场的成功之路

对于旨在加强其在全球市场的影响力的公司来说,教育娱乐市场的策略分析至关重要。透过考虑关键资源、能力和绩效指标,公司可以识别成长机会并努力改进。这种方法使您能够克服竞争环境中的挑战,利用新的商机并取得长期成功。

本报告对市场进行了全面分析,涵盖关键重点领域:

1. 市场渗透率:详细检视当前市场环境、主要企业的广泛资料、评估其在市场中的影响力和整体影响力。

2. 市场开拓:辨识新兴市场的成长机会,评估现有领域的扩张潜力,并提供未来成长的策略蓝图。

3. 市场多元化:分析近期产品发布、开拓地区、关键产业进展、塑造市场的策略投资。

4. 竞争评估与情报:彻底分析竞争格局,检验市场占有率、业务策略、产品系列、认证、监理核准、专利趋势、主要企业的技术进步等。

5. 产品开发与创新:重点在于有望推动未来市场成长的最尖端科技、研发活动和产品创新。

我们也回答重要问题,帮助相关人员做出明智的决策:

1.目前的市场规模和未来的成长预测是多少?

2. 哪些产品、区隔市场和地区提供最佳投资机会?

3.塑造市场的主要技术趋势和监管影响是什么?

4.主要厂商的市场占有率和竞争地位如何?

5. 推动供应商市场进入和退出策略的收益来源和策略机会是什么?

目录

第一章 前言

第二章调查方法

第三章执行摘要

第四章市场概况

第五章市场洞察

  • 市场动态
    • 促进因素
      • 透过现代互动方式提高优质教育的需求
      • 提高学习数位基础设施的可用性
      • 更多地利用教育娱乐的方式进行商业部门的培训和技能发展
    • 抑制因素
      • IT基础设施基础设施的可用性有限,培训师对教育娱乐的实施缺乏了解
    • 机会
      • AR、VR 和 AI 在教育娱乐解决方案中的日益融合
      • 透过教育娱乐的方式学习新语言
    • 任务
      • 创建符合学习目标和课程的适当游戏设计的潜在障碍
  • 市场区隔分析
    • 内容类型:迎合广泛年龄层和兴趣的教育娱乐内容越来越受欢迎。
    • 最终使用者:成人中教育娱乐的采用率很高,提供弹性的学习机会
  • 波特五力分析
  • PESTEL分析
    • 政治的
    • 经济
    • 社群
    • 技术的
    • 合法地
    • 环境

第六章依内容类型分類的教育娱乐市场

  • 学术领域
  • 创造力和艺术
  • 健康与健身
  • 生活技能

第七章教育娱乐市场:依平台划分

  • 书籍和电子书
  • 游戏和互动系统
  • 行动应用程式
  • 线上平台和网站
  • 电视和电影

第 8 章教育娱乐市场:依最终用户划分

  • 成人
  • 孩子们
  • 青少年
  • 婴儿/学龄前儿童

第九章美洲教育娱乐市场

  • 阿根廷
  • 巴西
  • 加拿大
  • 墨西哥
  • 美国

第十章亚太地区教育娱乐市场

  • 澳洲
  • 中国
  • 印度
  • 印尼
  • 日本
  • 马来西亚
  • 菲律宾
  • 新加坡
  • 韩国
  • 台湾
  • 泰国
  • 越南

第十一章 欧洲、中东和非洲的教育娱乐市场

  • 丹麦
  • 埃及
  • 芬兰
  • 法国
  • 德国
  • 以色列
  • 义大利
  • 荷兰
  • 奈及利亚
  • 挪威
  • 波兰
  • 卡达
  • 俄罗斯
  • 沙乌地阿拉伯
  • 南非
  • 西班牙
  • 瑞典
  • 瑞士
  • 土耳其
  • 阿拉伯聯合大公国
  • 英国

第十二章竞争格局

  • 2023 年市场占有率分析
  • FPNV 定位矩阵,2023
  • 竞争情境分析
    • Ascend 正在透过人工智慧彻底改变个人化学习和技能发展
    • Imarticus Learning 策略收购 HeroMindmine 为基于游戏的学习提供动力
    • MentorShow 获得了大量资金来创新数位学习的培训和技能发展。
  • 战略分析和建议

公司名单

  • 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, Sarl
  • 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.
  • Udemy, Inc.
Product Code: MRR-4A6A214484D7

The Edutainment Market was valued at USD 4.28 billion in 2023, expected to reach USD 4.94 billion in 2024, and is projected to grow at a CAGR of 15.87%, to USD 12.01 billion by 2030.

The edutainment market, an amalgamation of education and entertainment, encompasses a wide scope that includes digital platforms, media, games, and activities designed to educate and entertain simultaneously. This market is critical due to the growing demand for engaging learning experiences that appeal to various demographics, from children to adults. Applications range from interactive museum exhibits to educational mobile applications, fostering both cognitive development in children and continuous learning opportunities for adults. The end-use scope is broad, encompassing educational institutions, gaming companies, content creators, parents, and students. Key growth factors include technological advancements such as augmented and virtual reality, increasing internet penetration, and evolving learning preferences during and post-pandemic. Latest opportunities arise from developing innovative content that leverages these technologies to create immersive educational experiences. Personalization and adaptive learning in edutainment offer significant potential, catering to individual learning paces and styles. However, challenges exist, including high competition, content quality control, and maintaining educational value amidst entertainment. Market growth can be hindered by digital divide issues, particularly in developing regions. Innovations can focus on AI-driven personalized learning platforms and cross-collaboration between educators, technologists, and creatives to design compelling educational content. Sustainable business models can be built by targeting niche markets such as professional training and specialized skills education. As digital transformation continues, the market is expected to become increasingly dynamic, with cloud-based solutions and enhanced connectivity fostering global expansion. For businesses looking to capitalize on this market, investing in research on learner engagement strategies and forming strategic partnerships with educational bodies and tech firms is recommended. Remaining adaptable to tech trends and consumer feedback will be crucial in navigating the complexities and seizing the growth potential inherent in the edutainment sector.

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%

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving Edutainment Market

The Edutainment Market is undergoing transformative changes driven by a dynamic interplay of supply and demand factors. Understanding these evolving market dynamics prepares business organizations to make informed investment decisions, refine strategic decisions, and seize new opportunities. By gaining a comprehensive view of these trends, business organizations can mitigate various risks across political, geographic, technical, social, and economic domains while also gaining a clearer understanding of consumer behavior and its impact on manufacturing costs and purchasing trends.

  • Market Drivers
    • Rising demand for quality education with a modern and interactive approach
    • Improved availability of digital infrastructure for learning
    • Growing usage of edutainment in the commercial sector for training & skill development
  • Market Restraints
    • Limited availability of IT infrastructure and lack of understanding among trainers in implementing edutainment
  • Market Opportunities
    • Growing integration of AR, VR, and AI in edutainment solutions
    • Adoption of edutainment for learning new languages
  • Market Challenges
    • Potential barriers to creating suitable game designs that meet the learning objectives and curriculum

Porter's Five Forces: A Strategic Tool for Navigating the Edutainment Market

Porter's five forces framework is a critical tool for understanding the competitive landscape of the Edutainment Market. It offers business organizations with a clear methodology for evaluating their competitive positioning and exploring strategic opportunities. This framework helps businesses assess the power dynamics within the market and determine the profitability of new ventures. With these insights, business organizations can leverage their strengths, address weaknesses, and avoid potential challenges, ensuring a more resilient market positioning.

PESTLE Analysis: Navigating External Influences in the Edutainment Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the Edutainment Market. Political, Economic, Social, Technological, Legal, and Environmental factors analysis provides the necessary information to navigate these influences. By examining PESTLE factors, businesses can better understand potential risks and opportunities. This analysis enables business organizations to anticipate changes in regulations, consumer preferences, and economic trends, ensuring they are prepared to make proactive, forward-thinking decisions.

Market Share Analysis: Understanding the Competitive Landscape in the Edutainment Market

A detailed market share analysis in the Edutainment Market provides a comprehensive assessment of vendors' performance. Companies can identify their competitive positioning by comparing key metrics, including revenue, customer base, and growth rates. This analysis highlights market concentration, fragmentation, and trends in consolidation, offering vendors the insights required to make strategic decisions that enhance their position in an increasingly competitive landscape.

FPNV Positioning Matrix: Evaluating Vendors' Performance in the Edutainment Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the Edutainment Market. This matrix enables business organizations to make well-informed decisions that align with their goals by assessing vendors based on their business strategy and product satisfaction. The four quadrants provide a clear and precise segmentation of vendors, helping users identify the right partners and solutions that best fit their strategic objectives.

Strategy Analysis & Recommendation: Charting a Path to Success in the Edutainment Market

A strategic analysis of the Edutainment Market is essential for businesses looking to strengthen their global market presence. By reviewing key resources, capabilities, and performance indicators, business organizations can identify growth opportunities and work toward improvement. This approach helps businesses navigate challenges in the competitive landscape and ensures they are well-positioned to capitalize on newer opportunities and drive long-term success.

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

This research report categorizes the Edutainment Market to forecast the revenues and analyze trends in each of the following sub-markets:

  • Based on Content Type, market is studied across Academic Subjects, Creativity & Arts, Health & Fitness, and Life Skills.
  • Based on Platform, market is studied across Books & eBooks, Games & Interactive Systems, Mobile Apps, Online Platforms & Websites, and Television & Films.
  • Based on End-User, market is studied across Adults, Children, Teenagers, and Toddlers & Preschoolers.
  • Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

The report offers a comprehensive analysis of the market, covering key focus areas:

1. Market Penetration: A detailed review of the current market environment, including extensive data from top industry players, evaluating their market reach and overall influence.

2. Market Development: Identifies growth opportunities in emerging markets and assesses expansion potential in established sectors, providing a strategic roadmap for future growth.

3. Market Diversification: Analyzes recent product launches, untapped geographic regions, major industry advancements, and strategic investments reshaping the market.

4. Competitive Assessment & Intelligence: Provides a thorough analysis of the competitive landscape, examining market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, and technological advancements of key players.

5. Product Development & Innovation: Highlights cutting-edge technologies, R&D activities, and product innovations expected to drive future market growth.

The report also answers critical questions to aid stakeholders in making informed decisions:

1. What is the current market size, and what is the forecasted growth?

2. Which products, segments, and regions offer the best investment opportunities?

3. What are the key technology trends and regulatory influences shaping the market?

4. How do leading vendors rank in terms of market share and competitive positioning?

5. What revenue sources and strategic opportunities drive vendors' market entry or exit strategies?

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Rising demand for quality education with a modern and interactive approach
      • 5.1.1.2. Improved availability of digital infrastructure for learning
      • 5.1.1.3. Growing usage of edutainment in the commercial sector for training & skill development
    • 5.1.2. Restraints
      • 5.1.2.1. Limited availability of IT infrastructure and lack of understanding among trainers in implementing edutainment
    • 5.1.3. Opportunities
      • 5.1.3.1. Growing integration of AR, VR, and AI in edutainment solutions
      • 5.1.3.2. Adoption of edutainment for learning new languages
    • 5.1.4. Challenges
      • 5.1.4.1. Potential barriers to creating suitable game designs that meet the learning objectives and curriculum
  • 5.2. Market Segmentation Analysis
    • 5.2.1. Content Type: Growing popularity of edutainment content that cater to a wide range of age groups and interests
    • 5.2.2. End-User: High adoption of edutainment among adults to provide flexible learning opportunities
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental

6. Edutainment Market, by Content Type

  • 6.1. Introduction
  • 6.2. Academic Subjects
  • 6.3. Creativity & Arts
  • 6.4. Health & Fitness
  • 6.5. Life Skills

7. Edutainment Market, by Platform

  • 7.1. Introduction
  • 7.2. Books & eBooks
  • 7.3. Games & Interactive Systems
  • 7.4. Mobile Apps
  • 7.5. Online Platforms & Websites
  • 7.6. Television & Films

8. Edutainment Market, by End-User

  • 8.1. Introduction
  • 8.2. Adults
  • 8.3. Children
  • 8.4. Teenagers
  • 8.5. Toddlers & Preschoolers

9. Americas Edutainment Market

  • 9.1. Introduction
  • 9.2. Argentina
  • 9.3. Brazil
  • 9.4. Canada
  • 9.5. Mexico
  • 9.6. United States

10. Asia-Pacific Edutainment Market

  • 10.1. Introduction
  • 10.2. Australia
  • 10.3. China
  • 10.4. India
  • 10.5. Indonesia
  • 10.6. Japan
  • 10.7. Malaysia
  • 10.8. Philippines
  • 10.9. Singapore
  • 10.10. South Korea
  • 10.11. Taiwan
  • 10.12. Thailand
  • 10.13. Vietnam

11. Europe, Middle East & Africa Edutainment Market

  • 11.1. Introduction
  • 11.2. Denmark
  • 11.3. Egypt
  • 11.4. Finland
  • 11.5. France
  • 11.6. Germany
  • 11.7. Israel
  • 11.8. Italy
  • 11.9. Netherlands
  • 11.10. Nigeria
  • 11.11. Norway
  • 11.12. Poland
  • 11.13. Qatar
  • 11.14. Russia
  • 11.15. Saudi Arabia
  • 11.16. South Africa
  • 11.17. Spain
  • 11.18. Sweden
  • 11.19. Switzerland
  • 11.20. Turkey
  • 11.21. United Arab Emirates
  • 11.22. United Kingdom

12. Competitive Landscape

  • 12.1. Market Share Analysis, 2023
  • 12.2. FPNV Positioning Matrix, 2023
  • 12.3. Competitive Scenario Analysis
    • 12.3.1. Ascend is Revolutionizing Personalized Learning and Skill Development through AI
    • 12.3.2. Imarticus Learning's Strategic Acquisition of HeroMindmine for Enhanced Game-Based Learning
    • 12.3.3. MentorShow Acquired a Significant Funding to Revolutionizing Digital Learning for Training and Skills Development
  • 12.4. Strategy Analysis & Recommendation

Companies Mentioned

  • 1. Animated Technologies Ltd.
  • 2. Archy Learning
  • 3. Batia Infotech
  • 4. Blooket LLC
  • 5. Breakout Inc.
  • 6. Bright Horizons Family Solutions Inc.
  • 7. Centrical
  • 8. Classcraft Studios Inc.
  • 9. Cognitive ToyBox, Inc.
  • 10. Discovery Kids by Discovery Communications, LLC
  • 11. Duolingo, Inc.
  • 12. Hornbill FX Private Limited
  • 13. Hurix Systems Pvt. Ltd.
  • 14. Kahoot! ASA
  • 15. KidZania Operations, S.a.r.l.
  • 16. Kuato Studios
  • 17. Layup by Creative eLearning Pvt. Ltd.
  • 18. Legoland Discovery Centre
  • 19. Lumos Labs, Inc.
  • 20. Microsoft Corporation
  • 21. National Geographic Partners, LLC
  • 22. Prodigy Education Inc.
  • 23. Quizlet, Inc.
  • 24. QuoDeck Technologies PLC
  • 25. Schell Games
  • 26. Smart Lumies, Inc.
  • 27. Udemy, Inc.

LIST OF FIGURES

  • FIGURE 1. EDUTAINMENT MARKET RESEARCH PROCESS
  • FIGURE 2. EDUTAINMENT MARKET SIZE, 2023 VS 2030
  • FIGURE 3. GLOBAL EDUTAINMENT MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 4. GLOBAL EDUTAINMENT MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 5. GLOBAL EDUTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 6. GLOBAL EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2023 VS 2030 (%)
  • FIGURE 7. GLOBAL EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 8. GLOBAL EDUTAINMENT MARKET SIZE, BY PLATFORM, 2023 VS 2030 (%)
  • FIGURE 9. GLOBAL EDUTAINMENT MARKET SIZE, BY PLATFORM, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 10. GLOBAL EDUTAINMENT MARKET SIZE, BY END-USER, 2023 VS 2030 (%)
  • FIGURE 11. GLOBAL EDUTAINMENT MARKET SIZE, BY END-USER, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 12. AMERICAS EDUTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 13. AMERICAS EDUTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 14. UNITED STATES EDUTAINMENT MARKET SIZE, BY STATE, 2023 VS 2030 (%)
  • FIGURE 15. UNITED STATES EDUTAINMENT MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 16. ASIA-PACIFIC EDUTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 17. ASIA-PACIFIC EDUTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 18. EUROPE, MIDDLE EAST & AFRICA EDUTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 19. EUROPE, MIDDLE EAST & AFRICA EDUTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 20. EDUTAINMENT MARKET SHARE, BY KEY PLAYER, 2023
  • FIGURE 21. EDUTAINMENT MARKET, FPNV POSITIONING MATRIX, 2023

LIST OF TABLES

  • TABLE 1. EDUTAINMENT MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
  • TABLE 3. GLOBAL EDUTAINMENT MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. GLOBAL EDUTAINMENT MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 5. GLOBAL EDUTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 6. EDUTAINMENT MARKET DYNAMICS
  • TABLE 7. GLOBAL EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 8. GLOBAL EDUTAINMENT MARKET SIZE, BY ACADEMIC SUBJECTS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. GLOBAL EDUTAINMENT MARKET SIZE, BY CREATIVITY & ARTS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. GLOBAL EDUTAINMENT MARKET SIZE, BY HEALTH & FITNESS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 11. GLOBAL EDUTAINMENT MARKET SIZE, BY LIFE SKILLS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 12. GLOBAL EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 13. GLOBAL EDUTAINMENT MARKET SIZE, BY BOOKS & EBOOKS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 14. GLOBAL EDUTAINMENT MARKET SIZE, BY GAMES & INTERACTIVE SYSTEMS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 15. GLOBAL EDUTAINMENT MARKET SIZE, BY MOBILE APPS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 16. GLOBAL EDUTAINMENT MARKET SIZE, BY ONLINE PLATFORMS & WEBSITES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 17. GLOBAL EDUTAINMENT MARKET SIZE, BY TELEVISION & FILMS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 18. GLOBAL EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 19. GLOBAL EDUTAINMENT MARKET SIZE, BY ADULTS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 20. GLOBAL EDUTAINMENT MARKET SIZE, BY CHILDREN, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 21. GLOBAL EDUTAINMENT MARKET SIZE, BY TEENAGERS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 22. GLOBAL EDUTAINMENT MARKET SIZE, BY TODDLERS & PRESCHOOLERS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 23. AMERICAS EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 24. AMERICAS EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 25. AMERICAS EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 26. AMERICAS EDUTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 27. ARGENTINA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 28. ARGENTINA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 29. ARGENTINA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 30. BRAZIL EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 31. BRAZIL EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 32. BRAZIL EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 33. CANADA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 34. CANADA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 35. CANADA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 36. MEXICO EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 37. MEXICO EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 38. MEXICO EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 39. UNITED STATES EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 40. UNITED STATES EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 41. UNITED STATES EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 42. UNITED STATES EDUTAINMENT MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 43. ASIA-PACIFIC EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 44. ASIA-PACIFIC EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 45. ASIA-PACIFIC EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 46. ASIA-PACIFIC EDUTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 47. AUSTRALIA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 48. AUSTRALIA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 49. AUSTRALIA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 50. CHINA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 51. CHINA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 52. CHINA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 53. INDIA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 54. INDIA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 55. INDIA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 56. INDONESIA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 57. INDONESIA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 58. INDONESIA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 59. JAPAN EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 60. JAPAN EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 61. JAPAN EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 62. MALAYSIA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 63. MALAYSIA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 64. MALAYSIA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 65. PHILIPPINES EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 66. PHILIPPINES EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 67. PHILIPPINES EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 68. SINGAPORE EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 69. SINGAPORE EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 70. SINGAPORE EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 71. SOUTH KOREA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 72. SOUTH KOREA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 73. SOUTH KOREA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 74. TAIWAN EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 75. TAIWAN EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 76. TAIWAN EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 77. THAILAND EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 78. THAILAND EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 79. THAILAND EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 80. VIETNAM EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 81. VIETNAM EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 82. VIETNAM EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 83. EUROPE, MIDDLE EAST & AFRICA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 84. EUROPE, MIDDLE EAST & AFRICA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 85. EUROPE, MIDDLE EAST & AFRICA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 86. EUROPE, MIDDLE EAST & AFRICA EDUTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 87. DENMARK EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 88. DENMARK EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 89. DENMARK EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 90. EGYPT EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 91. EGYPT EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 92. EGYPT EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 93. FINLAND EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 94. FINLAND EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 95. FINLAND EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 96. FRANCE EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 97. FRANCE EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 98. FRANCE EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 99. GERMANY EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 100. GERMANY EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 101. GERMANY EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 102. ISRAEL EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 103. ISRAEL EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 104. ISRAEL EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 105. ITALY EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 106. ITALY EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 107. ITALY EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 108. NETHERLANDS EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 109. NETHERLANDS EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 110. NETHERLANDS EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 111. NIGERIA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 112. NIGERIA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 113. NIGERIA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 114. NORWAY EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 115. NORWAY EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 116. NORWAY EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 117. POLAND EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 118. POLAND EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 119. POLAND EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 120. QATAR EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 121. QATAR EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 122. QATAR EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 123. RUSSIA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 124. RUSSIA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 125. RUSSIA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 126. SAUDI ARABIA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 127. SAUDI ARABIA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 128. SAUDI ARABIA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 129. SOUTH AFRICA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 130. SOUTH AFRICA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 131. SOUTH AFRICA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 132. SPAIN EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 133. SPAIN EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 134. SPAIN EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 135. SWEDEN EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 136. SWEDEN EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 137. SWEDEN EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 138. SWITZERLAND EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 139. SWITZERLAND EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 140. SWITZERLAND EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 141. TURKEY EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 142. TURKEY EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 143. TURKEY EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 144. UNITED ARAB EMIRATES EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 145. UNITED ARAB EMIRATES EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 146. UNITED ARAB EMIRATES EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 147. UNITED KINGDOM EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 148. UNITED KINGDOM EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 149. UNITED KINGDOM EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 150. EDUTAINMENT MARKET SHARE, BY KEY PLAYER, 2023
  • TABLE 151. EDUTAINMENT MARKET, FPNV POSITIONING MATRIX, 2023