Edutainment Market: Overview
The size of the global edutainment market was estimated at USD 2,739.4 million in 2021, and it is anticipated to increase at a CAGR of 8.7%. The increasing adoption of advanced technologies such as appealing digital surfaces and 3-D animation to produce new advanced gaming technology to provide a better gaming experience is likely to fuel growth in the global edutainment center market. Advanced technologies such as virtual reality technology and the availability of enhanced versions in education are expected to propel the global edutainment market forward. Shipments of virtual and augmented reality headsets reached 5.5 million units in 2020 and reached 11 million in 2021, and it is anticipated that they will increase to 43.5 million by 2025. Virtual reality is a 3D environment created by a computer that surrounds a user and responds to their movements, typically through immersive head-mounted displays. For instance, Virtual Medical Coaching Ltd. introduced radiography students to their 3D virtual simulation technology in March 2021. With this equipment, students went through a thorough process of studying pathology, anatomy, and radiographic placement.
The market for edutainment centers is also being driven by the growing tendency of parents and guardians to bring their kids and wards to these facilities. These facilities have drawn a lot of attention for another purpose: as a location to encourage children and toddlers to be physically active. To get more parents into the market for edutainment centers, proponents of these facilities firmly focus on providing a secure atmosphere for their children. These parents display a positive attitude toward the common learning methods in most edutainment facilities.
The global edutainment market is expected to grow due to rising merger and collaboration activities among different advanced technology providers and the development of edutainment centers using technologies like artificial intelligence, mixed reality, and the Internet of Things. In February 2022, Sandbox & Co, a London-based provider of digital learning products and services, announced today the acquisition of PlayKids, a major digital education platform in Brazil, the largest economy in Latin America.
Edutainment Market: COVID-19 Impact
The major industry verticals and production processes have been affected by the COVID-19 pandemic. Supply-chain disruptions in several nations have considerably impacted the value of the Edutainment market. With COVID-19’s rigorous limits, the educational systems of several nations are implementing digital learning techniques. The need for socialization has grown because the kids spend more time at home. These elements have generated interest in the edutainment sector. However, advanced gear and gadgets are necessary to operate these Edutainment systems effectively. The manufacturing of these gadgets has decreased due to the fall in production methods, which was thought to be the main obstacle for the edutainment sector throughout the pandemic.
Edutainment Market: Drivers
Technology Development is Pushing Education Technology to Newer Heights
Almost all economic sectors have been impacted by technology, which has elevated outdated practices to a fresh level of innovation. Another industry that has greatly benefited from the use of technology in how it is provided in various regions of the world is education. Investment is being drawn in large numbers by the expanding use of internet services and technical improvements in the education industry. Five billion internet users worldwide as of April 2022, accounting for 63 percent of the global population. Thus with the growing number of users, the adaptability of the product will increase. Technology companies have started working with educational institutions to combine cutting-edge technologies like augmented reality and virtual reality to deliver engagement-based learning. In August 2021, Byju purchased the augmented reality (AR) startup Whodat for an undisclosed sum. Although the full details of the transaction have not been disclosed, the firms have acknowledged that the whole Whodat team and their patented computer vision technology have been bought to expedite product development in important areas. The market is expanding due to the spread of interactive and smart classes throughout educational institutions.
Acquiring Untapped Population to Support Strong Market Growth
With the world's population quickly expanding, the number of edutainment centers is increasing steadily. In established and developing nations, they are mostly found in tier I and II cities. The rural population continues to lack access to adequate entertainment options. In 2021, urban regions housed 56.61% of the world's population, which is anticipated to rise to 68% by 2050. This demonstrates that a significant population is underserved regarding education and leisure. With the buying power of the consumers in these cities, edutainment centers are often found in tier I cities in nations such as India. Compared to tier II and tier III cities, the potential for spending on entertainment is greater. It is projected that untapped markets from tier II and tier III cities will be served in the coming years if entertainment choices for these areas are made available at reduced pricing.
Edutainment Market: Restraints
Lack of Knowledge and Training to Hamper Market’s Growth
Some teachers may struggle implementing new technologies since their background training may not provide the requisite abilities. Only the most open-minded teachers and forward-thinking edutainment centers are ready to use recent technologically updated apps in the classroom. Using augmented reality in the classroom necessitates a certain set of resources. Not all kids, for example, have smartphones that can run AR programs. The AR software must function properly across all platforms and devices. However, providing the same quality of AR content on every device is nearly impossible. Market growth is anticipated to be somewhat constrained by factors such as a lack of requisite expertise, dependence on technology, and content portability concerns.
Edutainment Market: Segment Overview
With Growing Popularity of Gaming in Teens, Teenagers (13-18) to Dominate Market
The Teenager (13-18) market segment held the top spot. The high percentage can be linked to the Teenager (13-18) industry's expanding use of game-based learning. Most Teenagers teachers favor gamification programs aiming to improve students' math learning abilities through real-world, project-based classroom learning. By incorporating technology in this area and providing immersive information and experiences, such as virtual field excursions and difficult lab-based exercises, an engaging learning experience is achieved. For instance, Matific., an EdTech platform that provides math instruction for students in grades K–6, debuted a gamified learning environment for its users in September 2021. This cutting-edge version is tailored with AI to help pupils improve their math abilities.
Interactive Gaming in Edutainment Sector is Gaining Popularity due to Growing Preference from Children
The switch from the conventional teacher-centered educational model to a more interesting, entertaining, and immersive approach has also increased the demand for interactive entertainment centers. Play is the best way for children to learn and helps with memory retention. This helps them develop a favorable attitude toward learning. Young children can also experiment, explore, and discover new things independently. By fostering a positive environment with increased use of computerized games for academic sessions, interactive game-based learning also aids in addressing unique educational requirements, which is a key driver driving market expansion. Major corporations are increasingly requesting game-based learning systems to organize brainstorming meetings, presentations, training, talent acquisition, and consumer engagement due to many qualities, such as interactive challenges, rewards systems, and automated feedback.
Edutainment Market: Regional Landscape
Asia Pacific to Acquire Major Market Share due to Rapidly Growing Educational Industry
The edutainment market is expected to expand faster in the Asia Pacific. This area primarily drives the market with the smartest device users and the largest pre-audit population. Additionally, the industry is growing due to the numerous edutainment companies and intense rivalry in the field of education. The adoption of the edutainment market is also rising due to the increased investment in educational technologies. Additionally, the introduction of cloud computing in the educational sector is opening up greater opportunities for market expansion. In addition, those involved in education in underdeveloped nations are increasingly thinking about using technology to close the gap between existing educational infrastructure and available teaching resources. In January 2022, Teevra Edutech Pvt Ltd (SpeEd Labs), an EdTech platform in India, is expanding its business across the nation using AI-powered tools such as a recommendation engine, analytical dashboard, and personalized improvement plan that would help to bridge the gap between teacher and students. Teevra Edutech Pvt Ltd (SpeEd Labs) offers personalized learning with individualized courses to each student.
During the predicted period, North America is expected to experience significant growth. The demand for edutainment in the US is anticipated to make up around 78.7% of the North American market until 2028. The US government is increasing its investment in edutainment centers due to the enormous number of families that use these facilities each year. To increase its Visitor Demographics base and visibility, major edutainment center enterprises in the United States are creating strategic collaborations with other firms. The major firms are working on a strategy for increasing their R&D spending to support upcoming breakthroughs.
Additionally, they will apply this strategy to add innovation to their current offering. In July 2021, Class Technologies Inc., a U.S.-based EdTech platform serving higher education classrooms and K-12 students, raised roughly USD 105 million in Series B funding. This support would let them extend their global presence outside of the United States and remain resourced to assist colleges in teaching impacted students during the pandemic.
Global Edutainment Market: Competitive Landscape
In June 2021, Legoland Discovery Center Milpitas opened a 31,000-square-foot indoor playground at Great Mall. Among the more than a dozen attractions are interactive rides and movies, instruction from a LEGO Master Builder, which our own Amanda Del Castillo helped crown, and a Bay Area-themed mini-land. In November 2020, Kahoot!, the global learning platform company, launched Kahoot!+, the simplest way for families and friends to connect in-person or virtually through Kahoot's fun social game experiences while also engaging kids' learning at home with a collection of simple learning apps, all in one simple plan.
A few of the players in the Edutainment Market include LEGOLAND Discovery Centre, Kidzania, Plabo, KinderCity, CurioCity, Pororo Park, Timmersive, Little Explorer, Mattel Play! Town, ELM Learning, Kidz Holding S.A.L., MentalUP, and EduSys.
Regional Classification of the Global Edutainment Market is Described Below:
North America
Europe
Asia Pacific
Latin America
Middle East and Africa
*Regions and countries are subject to change based on data availability
Key Elements Included In The Study: Global Edutainment Market
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