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Edutainment Market Poised to Hit $15.52 Billion by 2029 with Accelerating Growth Trends

09-10-2025 09:40 AM CET | IT, New Media & Software

Press release from: The Business Research Company

Edutainment

Edutainment

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Edutainment Market Size Growth Forecast: What to Expect by 2025?
The scale of the edutainment sector has rapidly expanded in the past few years. The market size is predicted to rise from $7.28 billion in 2024 to $8.38 billion in 2025, demonstrating a compound annual growth rate (CAGR) of 15.1%. Factors such as the shift in learning paradigms, the global spread of education, educational television programming and channels, a focus on cognitive development, and the impact of early childhood education have all contributed to the growth during the historical period.

How Will the Edutainment Market Size Evolve and Grow by 2029?
In the coming years, the edutainment market is anticipated to experience swift expansion, reaching a size of $15.52 billion in 2029, with a compound annual growth rate (CAGR) of 16.7%. This anticipated growth over the projected period is primarily due to aspects such as accessibility, inclusivity, parents participating in their children's education, governmental backing for edutainment, persistent learning ambiance, and the inclusion of communal learning features. Key trends expected for the projected period include edutainment through virtual and augmented reality, incorporation of gaming elements in education, educational applications and platforms, the use of artificial intelligence (AI) in learning, and partnerships with content creators.

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What Drivers Are Propelling the Growth of Edutainment Market Forward?
The anticipated increase in internet access is predicted to fuel the progression of the edutainment market in the coming years. As more individuals gain online connectivity, educational materials are disseminated to a wider demographic, escalating the potential for learning. Fast internet enables the delivery of interactive, media-rich experiences, thus making learning more captivating. For example, according to data from DataReportal, a company based in Singapore that provides digital trends and behaviour analysis, by 2024, it's expected that 5.35 billion people, which equate to 66.2% of the world's population, will be internet users. During the last year, there was a 1.8% increase in the number of internet users, with an additional 97 million people getting connected to the web for the first time in 2023. Consequently, this surge in internet use is set to stimulate the expansion of the edutainment market in the future.

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Which Emerging Trends Are Transforming the Edutainment Market in 2025?
Key players in the edutainment industry are implementing virtual reality (VR) technology, such as virtual museum tours, to heighten user engagement and promote immersive learning experiences. Standalone fire extinguishing devices engage independently to detect and counteract fires, using a range of substances such as water or foam. Virtual museum tours offer an interactive online journey, allowing users to investigate museum exhibits with the aid of virtual guides or pre-recorded content, thereby permitting learning from any location. For example, in July 2023, the Leisure and Cultural Services Department (LCSD), a governmental body based in Hong Kong, debuted its "For Youth" section on its Edutainment Channel. This extensive online platform offers young individuals opportunities for job vacancies, internships, and arts and culture training programs, together with weekly educational content from the 101 Academy. Furthermore, the "vis-à-vis+01" series presents interactive sessions, incorporating virtual museum tours and online sports coaching, all with the primary objective of enhancing youth education via entertainment.

What Are the Key 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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Who Are the Key Players Shaping the Edutainment Market's Competitive Landscape?
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 Geographic Markets Are Powering Growth 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.

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Learn More About The Business Research Company
With over 15000+ reports from 27 industries covering 60+ geographies, The Business Research Company has built a reputation for offering comprehensive, data-rich research and insights. Armed with 1,500,000 datasets, the optimistic contribution of in-depth secondary research, and unique insights from industry leaders, you can get the information you need to stay ahead.
Our flagship product, the Global Market Model (GMM), is a premier market intelligence platform delivering comprehensive and updated forecasts to support informed decision-making.

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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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