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Impact of Rising Internet Penetration on Edutainment Market Growth: An Emerging Driver Transforming The Edutainment Market Landscape

05-13-2025 07:06 AM CET | IT, New Media & Software

Press release from: The Business Research Company

Edutainment

Edutainment

The Edutainment Market Report by The Business Research Company delivers a detailed market assessment, covering size projections from 2025 to 2034. This report explores crucial market trends, major drivers and market segmentation by [key segment categories].

What Is the Edutainment Market Size and Projected Growth Rate?
In recent years, the edutainment market has experienced swift expansion. It's projected to increase in size from $7.28 billion in 2024 to $8.43 billion in 2025, boasting a compound annual growth rate (CAGR) of 15.7%. The growth seen during the historic period has been driven by factors such as changes in learning paradigms, the internationalization of education, the popularity of educational television programs and channels, a focus on cognitive development, and the impact of early childhood education.

In the upcoming years, the size of the edutainment market is projected to significantly increase, reaching a value of $15.73 billion by 2029, with a compound annual growth rate (CAGR) of 16.9%. The expected growth during this period can be credited to factors such as increased accessibility and inclusivity, the role of parents in the learning process, governmental backing of edutainment, a perpetual learning environment, and the inclusion of social learning components. Top trends that stand out during this forecast period encompass the use of virtual and augmented reality in edutainment, the integration of gamification into education, the rise of educational apps and platforms, the application of artificial intelligence (AI) in the learning process, and partnerships with creators of learning content.

Purchase the full report for exclusive industry analysis:
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What Are the Major Segments in the Edutainment Market?
The edutainment market covered in this report is segmented -

1) By Product Type: Interactive, Non interactive, Hybrid, Explorative
2) 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.
3) By End User: Children, Teenagers, Young Adult, Adult

Subsegments:
1) By Interactive: Games, Simulations, Virtual Reality Experiences
2) By Non-Interactive: Educational Videos, Podcasts, E-books
3) By Hybrid: Blended Learning Platforms, Interactive E-learning Modules, Gamified Learning Experiences
4) By Explorative: Discovery-Based Learning Tools, Interactive Exhibits, Immersive Environments

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What Are The Driving Edutainment Market Evolution?
The edutainment market is predicted to grow due to the increasing prevalence of internet usage. As more individuals become internet-connected, educational information can reach a wider demographic, thus expanding the potential for learning. High-speed internet allows for interactive, multimedia-rich experiences that make learning more captivating. For instance, DataReportal, a firm based in Singapore that provides insights on digital trends and behaviors, predicted that 5.35 billion people, or 66.2% of the world's population, would be internet users by 2024. In the last year itself, the number of internet users grew by 1.8%, with 97 million new users accessing the internet for the first time in 2023. Hence, the increased spread of internet usage is set to fuel the growth of the edutainment market in the future.

Which Firms Dominate The Edutainment Market Segments?
Major companies operating in the edutainment market include Kidzania, Legoland Discovery Center, Pororo Parks, CurioCity, Kindercity, Mattel Play! Town, Totter's Otterville, Kidz Holding S.A.L, Little Explorers, ConveGenius, Edsys, IdeaCrate Edutainment Company, DreamUs Edutainment, Smartivity Labs, Yottoy Productions, Toontastic, Crayola Experience, Discovery Kids, JumpStart Games, National Geographic Kids, Sesame Workshop, Osmo, Tynker, Kahoot!, Filament Games?

What Trends Are Driving Growth in The Edutainment Market?
Leading companies within the edutainment market are leveraging virtual reality (VR) to offer solutions like virtual guided tours in museums, with the aim of enriching user engagement and facilitating immersive learning experiences. Autonomous fire extinguishers are innovative devices designed to identify and neutralize fires independently, using various mediums such as water or foam. Virtual museum tours offer users a unique, interactive online journey through museum displays, typically incorporating virtual guides or pre-recorded material, enabling users to learn about artifacts from anywhere. For example, in July 2023, the Leisure and Cultural Services Department (LCSD), a governing department based in Hong Kong, initiated the "For Youth" section on its Edutainment Channel. This extensive online platform encompasses job openings, internships, and arts and culture training programs for young individuals, in addition to 101 Academy's weekly educational videos. Also, the "vis-à-vis+01" series provides interactive experiences such as virtual museum tours and online sports education, all purposed to elevate youth education via entertainment.

Get the full report for exclusive industry analysis:
https://www.thebusinessresearchcompany.com/report/edutainment-global-market-report

Which Is The Largest Region In The Edutainment Market?
North America was the largest region in the edutainment market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the edutainment market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

Frequently Asked Questions:
1. What Is the Market Size and Growth Rate of the Edutainment Market?
2. What is the CAGR expected in the Edutainment Market?
3. What Are the Key Innovations Transforming the Edutainment Industry?
4. Which Region Is Leading the Edutainment Market?

Why This Report Matters:

Competitive overview: This report analyzes the competitive landscape of the 3D imaging software market, evaluating key players on market share, revenue, and growth factors.

Informed Decisions: Understand key strategies related to products, segmentation, and industry trends.

Efficient Research: Quickly identify market growth, leading players, and major segments.

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Contact Us
Europe: +44 207 1930 708,
Asia: +91 88972 63534,
Americas: +1 315 623 0293 or
Email: info@tbrc.info

Learn More About The Business Research Company
With over 15,000+ reports from 27 industries covering 60+ geographies, The Business Research Company has built a reputation for offering comprehensive, data-rich research and insights. Our flagship product, the Global Market Model delivers comprehensive and updated forecasts to support informed decision-making.

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