Edutainment Global Market Sees Growth Rate Of 16% Through 2026

6 Oct, 2022

The global edutainment market size is expected to grow from $4.75 billion in 2021 to $5.44 billion in 2022 at a compound annual growth rate (CAGR) of 14.5%. The global educational entertainment market size is expected to grow to $9.82 billion in 2026 at a CAGR of 15.9%.

What is the Global Edutainment Market?

The edutainment market consists of the revenues earned from edutainment centers and related services that provide education and entertainment. Edutainment is simply a combination of two disciplines education and entertainment collectively called educational entertainment. Edutainment centers are known to be the places that are visited by the children or their parents during the field trips like zoos, aquariums, science, botanical gardens, and children’s museum, and these places have educational features along with entertainment or amusement. Therefore, the edutainment centers are those where there is an establishment of learning through entertainment.

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What drives the Global Edutainment Market?

Increased adoption of edutainment globally is expected to propel the growth of the edutainment market during the forecast period. The concept of combining entertainment with education offers children an interactive learning environment. Edutainment presents a great advantage to the learning process as it places intellectually stimulating learning concepts. Children are expected to be curious seekers such as playing their favorite character or visiting their dream place, instilling ‘happy energy’ and confidence in them. According to Jing's Culture & Commerce 2021 report, a US-based technology trends publishing company, before COVID-19, museums spent $2 billion globally on education-based activities every year. Institutions provided more than 18 million hours for targeted education annually, including guided tours, staff visits, school outreach, and professional growth for teachers. Increasing adoption of edutainment globally is expected to drive the edutainment market.

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Global Edutainment Market Segments
The global edutainment market is segmented:
By Product Type: Interactive, Non-Interactive, Hybrid, Explorative
By Facility Size: 5,001 to 10,000 sq. ft., 10,001 to 20,000 sq. ft., 20,001 to 40,000 sq. ft., > 40,000 sq. ft.
By End-User: Children, Teenagers, Young Adult, Adult
By Geography: The regions covered in the edutainment market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, and Africa.

Edutainment Global Market Report 2022provides market size and growth forecasts for the global edutainment market, global edutainment market share, edutainment market segments and geographies, edutainment market competitive landscape including leading competitors’ revenues, profiles and market shares. The edutainment market report identifies top countries and segments for opportunities and strategies based on market trends and leading competitors’ approaches.

Global Edutainment Industry Playersinclude Pororo Parks, Kidzania, Plabo, Legoland Discovery Center, Kidz Holding S.A.L, CurioCity, Kindercity, and Mattel Play! Town, Totter's Otterville, Little Explorers, Grey Sim, KneoMedia, Meraas, and ConveGenius. Based on industry trends and company analysis, the report explains a number of strategies for companies in the market.