封面
市场调查报告书
商品编码
1629000

教育娱乐市场规模、份额、成长分析、按类型、年龄层、收益来源、最终用户、地区 - 产业预测,2025-2032 年

Edutainment Market Market Size, Share, Growth Analysis, By Type (Interactive, Non-Interactive), By Age Group (Children (0-12 years), Teenagers (13-18 years)), By Revenue Source, By End-User, By Region - Industry Forecast 2025-2032

出版日期: | 出版商: SkyQuest | 英文 209 Pages | 商品交期: 3-5个工作天内

价格
简介目录

2023年全球教育娱乐市场规模将为42亿美元,从2024年的46.8亿美元成长到2032年的111.9亿美元,预测期(2025-2032)预计复合年增长率为11.5%。

由于对互动和身临其境型学习体验的需求不断增长,全球教育娱乐市场正在显着成长。教育和娱乐的融合创造了一个充满活力的利基市场,其中教育内容以引人入胜的方式提供。这一成长主要是由扩增实境(AR)、虚拟实境 (VR) 和游戏化等数位技术的广泛采用所推动的,这些技术显着增强了学习体验。此外,COVID-19 大流行加速了向线上学习平台的过渡,为教育娱乐提供者开闢了新的途径。随着对有吸引力的教育内容的需求和对终身学习的关注的增加,教育娱乐行业预计将在未来继续扩大。

目录

介绍

  • 研究目的
  • 调查范围
  • 定义

调查方法

  • 资讯采购
  • 二手资料和主要资料方法
  • 市场规模预测
  • 市场假设与限制

执行摘要

  • 全球市场展望
  • 供需趋势分析
  • 按细分市场的机会分析

市场动态及展望

  • 市场概况
  • 市场规模
  • 市场动态
    • 驱动因素和机会
    • 限制因素和挑战
  • 波特的分析

主要市场考察

  • 关键成功因素
  • 竞争程度
  • 关键投资机会
  • 市场生态系统
  • 市场吸引力指数(2024年)
  • PESTEL分析
  • 总体经济指标
  • 价值链分析
  • 价格分析
  • 案例研究
  • 技术进步
  • 监管环境
  • 客户和购买标准分析
  • Start-Ups分析
  • 专利分析

全球教育娱乐市场规模:按类型分類的复合年增长率(2025-2032)

  • 市场概况
  • 交互作用
    • 数位游戏
    • 模拟
    • 虚拟实境(VR)
  • 非互动式
    • 展品
    • 主题景点

全球教育娱乐市场规模:依年龄组别分類的复合年增长率(2025-2032)

  • 市场概况
  • 儿童(0-12岁)
  • 青少年(13-18岁)
  • 青年(19-25岁)
  • 成人(26岁以上)

全球教育娱乐市场规模:依收益来源分類的复合年增长率(2025-2032)

  • 市场概况
  • 入场费/门票
  • 商品销售
  • 广告
  • 赞助

全球教育娱乐市场规模:最终用户复合年增长率(2025-2032)

  • 市场概况
  • 学校
    • 小学
    • 中学
  • 家庭用户
  • 商业设施
    • 博物馆
    • 科学中心
    • 动物园/水族馆
    • 主题乐园

全球教育娱乐市场规模/复合年增长率(2025-2032)

  • 北美洲
    • 美国
    • 加拿大
  • 欧洲
    • 德国
    • 西班牙
    • 法国
    • 英国
    • 义大利
    • 其他欧洲国家地区
  • 亚太地区
    • 中国
    • 印度
    • 日本
    • 韩国
    • 其他亚太地区
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲地区
  • 中东/非洲
    • 海湾合作委员会国家
    • 南非
    • 其他中东/非洲

竞争资讯

  • 前5名企业对比
  • 主要企业市场定位(2024年)
  • 主要市场参与者所采取的策略
  • 近期市场趋势
  • 公司市场占有率分析(2024年)
  • 主要企业简介
    • 公司简介
    • 产品系列分析
    • 按公司分公司分類的股份分析
    • 收益与前一年同期比较(2022-2024)

主要企业简介

  • The Walt Disney Company(USA)
  • Sony Group Corporation(Japan)
  • Mattel, Inc.(USA)
  • Hasbro, Inc.(USA)
  • LEGO Group(Denmark)
  • Discovery, Inc.(USA)
  • Merlin Entertainments(UK)
  • Kidzania(Mexico)
  • Pororo Parks(South Korea)
  • Jenzabar, Inc.(USA)
  • Promethean Limited(UK)
  • Viator, Inc.(USA)
  • SEGA Corporation(Japan)
  • Bungie, Inc.(USA)
  • Edsys Pvt. Ltd.(India)
  • PopReach Corporation(Canada)
  • Gardaland Srl(Italy)
  • Kindercity(Switzerland)

结论和建议

简介目录
Product Code: SQMIG50I2008

Global Edutainment Market size was valued at USD 4.2 billion in 2023 and is poised to grow from USD 4.68 billion in 2024 to USD 11.19 billion by 2032, growing at a CAGR of 11.5% during the forecast period (2025-2032).

The global edutainment market is witnessing remarkable growth, driven by a rising demand for interactive and immersive learning experiences. The integration of education and entertainment has formed a dynamic niche where educational content is delivered engagingly. This growth is primarily fueled by the wider adoption of digital technologies, including augmented reality (AR), virtual reality (VR), and gamification, which significantly enhance the learning experience. Furthermore, the COVID-19 pandemic has expedited the transition to online learning platforms, opening up new avenues for edutainment providers. As the focus on lifelong learning intensifies alongside the need for captivating educational content, the edutainment sector is well-positioned for sustained expansion in the years ahead.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Edutainment market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global Edutainment Market Segmental Analysis

Global Edutainment Market is segmented by Type, Age Group, Revenue Source, End-User and region. Based on Type, the market is segmented into Interactive and Non-Interactive. Based on Age Group, the market is segmented into Children (0-12 years), Teenagers (13-18 years), Young Adults (19-25 years) and Adults (26+ years). Based on Revenue Source, the market is segmented into Entry Fees & Tickets, Merchandise Sales, Advertising and Sponsorships. Based on End-User, the market is segmented into Schools, Home Users and Commercial Establishments. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Global Edutainment Market

A significant driver of the global edutainment market is the increasing desire for dynamic and participatory learning experiences. With traditional educational methods evolving to incorporate digital tools and technology, edutainment presents a distinctive blend of entertainment and educational content that captures the interest of learners across various age groups. This innovative approach not only boosts engagement and motivation but also improves knowledge retention, ultimately contributing to the widespread adoption of edutainment solutions in diverse learning environments. As a result, the market is witnessing a surge in demand for interactive platforms that facilitate enjoyable and meaningful educational experiences.

Restraints in the Global Edutainment Market

A significant challenge facing the global Edutainment market is the absence of standardized quality control and regulatory oversight. As edutainment products and services multiply rapidly, it becomes essential to guarantee the accuracy and effectiveness of the educational content offered. This highlights the pressing need for comprehensive quality assurance mechanisms and regulatory frameworks designed to uphold the integrity of educational materials, ultimately safeguarding learners from misleading or inappropriate information. Implementing industry standards and guidelines is vital to overcoming this difficulty, as it would enhance credibility and foster greater trust within the edutainment sector, benefiting both consumers and providers alike.

Market Trends of the Global Edutainment Market

The global Edutainment market is witnessing a notable trend towards immersive and interactive learning experiences, fueled by technological advancements. As educators and content creators increasingly focus on integrating educational materials with interactive entertainment, platforms are harnessing virtual reality (VR), augmented reality (AR), and gamification. This evolution aims to captivate diverse learners and inspire them through engaging and personalized activities. Traditional education methods are often perceived as less effective in maintaining student interest, prompting the shift towards edutainment solutions that prioritize enjoyment alongside knowledge acquisition. Consequently, the market is evolving, making learning not only accessible but also an engaging and rewarding journey for all ages.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis
  • Case Studies
  • Technology Advancement
  • Regulatory Landscape
  • Customer & Buying Criteria Analysis
  • Startup Analysis
  • Patent Analysis

Global Edutainment Market Size by Type & CAGR (2025-2032)

  • Market Overview
  • Interactive
    • Digital Games
    • Simulations
    • Virtual Reality (VR)
  • Non-Interactive
    • Exhibits
    • Themed Attractions

Global Edutainment Market Size by Age Group & CAGR (2025-2032)

  • Market Overview
  • Children (0-12 years)
  • Teenagers (13-18 years)
  • Young Adults (19-25 years)
  • Adults (26+ years)

Global Edutainment Market Size by Revenue Source & CAGR (2025-2032)

  • Market Overview
  • Entry Fees & Tickets
  • Merchandise Sales
  • Advertising
  • Sponsorships

Global Edutainment Market Size by End-User & CAGR (2025-2032)

  • Market Overview
  • Schools
    • Primary Schools
    • Secondary Schools
  • Home Users
  • Commercial Establishments
    • Museums
    • Science Centers
    • Zoos and Aquariums
    • Theme Parks

Global Edutainment Market Size & CAGR (2025-2032)

  • North America (Type, Age Group, Revenue Source, End-User)
    • US
    • Canada
  • Europe (Type, Age Group, Revenue Source, End-User)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Type, Age Group, Revenue Source, End-User)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Type, Age Group, Revenue Source, End-User)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Type, Age Group, Revenue Source, End-User)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

Key Company Profiles

  • The Walt Disney Company (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sony Group Corporation (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Mattel, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Hasbro, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • LEGO Group (Denmark)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Discovery, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Merlin Entertainments (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Kidzania (Mexico)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Pororo Parks (South Korea)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Jenzabar, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Promethean Limited (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Viator, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • SEGA Corporation (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Bungie, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Edsys Pvt. Ltd. (India)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • PopReach Corporation (Canada)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Gardaland Srl (Italy)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Kindercity (Switzerland)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations