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Edutainment Market by Content Type, Platform, End-User - Global Forecast 2025-2030

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    Report

  • 186 Pages
  • October 2024
  • Region: Global
  • 360iResearch™
  • ID: 5968093
UP TO OFF until Dec 31st 2024
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The Edutainment Market grew from USD 4.28 billion in 2023 to USD 4.94 billion in 2024. It is expected to continue growing at a CAGR of 15.87%, reaching USD 12.01 billion by 2030.

The edutainment market, a combination of educational and entertainment content, is expanding due to technological advancements and shifting consumer preferences toward interactive learning experiences. The necessity of edutainment stems from the increasing demand for engaging educational tools that cater to younger audiences who prefer interactive digital formats over traditional methods. Its applications are evident across sectors such as K-12 education, higher education, corporate training, and even therapeutic settings, using platforms like apps, VR/AR experiences, and gamified learning. The end-use scope ranges from schools and educational centers to businesses seeking to enhance employee training and development. The market is influenced by factors such as the proliferation of smart devices, which facilitate mobile learning, and the integration of AI and machine learning to provide personalized content.

Key growth opportunities lie in the continuous technological integration, where companies can leverage AI to create more personalized learning experiences or explore AR and VR for immersive learning scenarios. Furthermore, partnerships between content creators and educational institutions can yield innovative products that meet curriculum standards while remaining engaging. However, the market faces limitations such as unequal access to technology, which can restrict the reach of edutainment solutions, and cultural differences that might require content localization. Budget constraints in educational institutions also pose challenges to widespread adoption.

To overcome these challenges, innovation should focus on creating adaptive learning pathways that cater to different learning speeds and styles, making use of big data analytics to continuously refine and improve content efficacy. Research into user experience design to enhance engagement, as well as into cost-effective technologies that reduce barriers to entry, is vital. The market nature favors companies that are flexible and can rapidly adapt to technological changes and learning trends. Therefore, businesses aiming for growth must focus on building robust digital ecosystems that support scalable, cross-platform edutainment solutions. Insight into local market needs and strategic flexibility will be key for businesses to navigate this dynamic landscape effectively.

Understanding Market Dynamics in the Edutainment Market

The Edutainment Market is rapidly evolving, shaped by dynamic supply and demand trends. These insights provide companies with actionable intelligence to drive investments, develop strategies, and seize emerging opportunities. A comprehensive understanding of market dynamics also helps organizations mitigate political, geographical, technical, social, and economic risks while offering a clearer view of consumer behavior and its effects on manufacturing costs and purchasing decisions.
  • Market Drivers
    • Rising demand for quality education with a modern and interactive approach
    • Improved availability of digital infrastructure for learning
    • Growing usage of edutainment in the commercial sector for training & skill development
  • Market Restraints
    • Limited availability of IT infrastructure and lack of understanding among trainers in implementing edutainment
  • Market Opportunities
    • Growing integration of AR, VR, and AI in edutainment solutions
    • Adoption of edutainment for learning new languages
  • Market Challenges
    • Potential barriers to creating suitable game designs that meet the learning objectives and curriculum

Exploring Porter’s Five Forces for the Edutainment Market

Porter’s Five Forces framework further strengthens the insights of the Edutainment Market, delivering a clear and effective methodology for understanding the competitive landscape. This tool enables companies to evaluate their current competitive standing and explore strategic repositioning by assessing businesses’ power dynamics and market positioning. It is also instrumental in determining the profitability of new ventures, helping companies leverage their strengths, address weaknesses, and avoid potential pitfalls.

Applying PESTLE Analysis to the Edutainment Market

External macro-environmental factors deeply influence the performance of the Edutainment Market, and the PESTLE analysis provides a comprehensive framework for understanding these influences. By examining Political, Economic, Social, Technological, Legal, and Environmental elements, this analysis offers organizations critical insights into potential opportunities and risks. It also helps businesses anticipate changes in regulations, consumer behavior, and economic trends, enabling them to make informed, forward-looking decisions.

Analyzing Market Share in the Edutainment Market

The Edutainment Market share analysis evaluates vendor performance. This analysis provides a clear view of each vendor’s standing in the competitive landscape by comparing key metrics such as revenue, customer base, and other critical factors. Additionally, it highlights market concentration, fragmentation, and trends in consolidation, empowering vendors to make strategic decisions that enhance their market position.

Evaluating Vendor Success with the FPNV Positioning Matrix in the Edutainment Market

The Edutainment Market FPNV Positioning Matrix is crucial in evaluating vendors based on business strategy and product satisfaction levels. By segmenting vendors into four quadrants - Forefront (F), Pathfinder (P), Niche (N), and Vital (V) - this matrix helps users make well-informed decisions that best align with their unique needs and objectives in the market.

Strategic Recommendations for Success in the Edutainment Market

The Edutainment Market strategic analysis is essential for organizations aiming to strengthen their position in the global market. A comprehensive review of resources, capabilities, and performance helps businesses identify opportunities for improvement and growth. This approach empowers companies to navigate challenges in the increasingly competitive landscape, ensuring they capitalize on new opportunities and align with long-term success.

Key Company Profiles

The report delves into recent significant developments in the Edutainment Market, highlighting leading vendors and their innovative profiles. These include Animated Technologies Ltd., Archy Learning, Batia Infotech, Blooket LLC, Breakout Inc., Bright Horizons Family Solutions Inc., Centrical, Classcraft Studios Inc., Cognitive ToyBox, Inc., Discovery Kids by Discovery Communications, LLC, Duolingo, Inc., Hornbill FX Private Limited, Hurix Systems Pvt. Ltd., Kahoot! ASA, KidZania Operations, S.à.r.l., Kuato Studios, Layup by Creative eLearning Pvt. Ltd., Legoland Discovery Centre, Lumos Labs, Inc., Microsoft Corporation, National Geographic Partners, LLC, Prodigy Education Inc., Quizlet, Inc., QuoDeck Technologies PLC, Schell Games, Smart Lumies, Inc., and Udemy, Inc..

Market Segmentation & Coverage

This research report categorizes the Edutainment Market to forecast the revenues and analyze trends in each of the following sub-markets:
  • Content Type
    • Academic Subjects
    • Creativity & Arts
    • Health & Fitness
    • Life Skills
  • Platform
    • Books & eBooks
    • Games & Interactive Systems
    • Mobile Apps
    • Online Platforms & Websites
    • Television & Films
  • End-User
    • Adults
    • Children
    • Teenagers
    • Toddlers & Preschoolers
  • Region
    • Americas
      • Argentina
      • Brazil
      • Canada
      • Mexico
      • United States
        • California
        • Florida
        • Illinois
        • New York
        • Ohio
        • Pennsylvania
        • Texas
    • Asia-Pacific
      • Australia
      • China
      • India
      • Indonesia
      • Japan
      • Malaysia
      • Philippines
      • Singapore
      • South Korea
      • Taiwan
      • Thailand
      • Vietnam
    • Europe, Middle East & Africa
      • Denmark
      • Egypt
      • Finland
      • France
      • Germany
      • Israel
      • Italy
      • Netherlands
      • Nigeria
      • Norway
      • Poland
      • Qatar
      • Russia
      • Saudi Arabia
      • South Africa
      • Spain
      • Sweden
      • Switzerland
      • Turkey
      • United Arab Emirates
      • United Kingdom

The report provides a detailed overview of the market, exploring several key areas:

  1. Market Penetration: A thorough examination of the current market landscape, featuring comprehensive data from leading industry players and analyzing their reach and influence across the market.
  2. Market Development: The report identifies significant growth opportunities in emerging markets and assesses expansion potential within established segments, providing a roadmap for future development.
  3. Market Diversification: In-depth coverage of recent product launches, untapped geographic regions, significant industry developments, and strategic investments reshaping the market landscape.
  4. Competitive Assessment & Intelligence: A detailed analysis of the competitive landscape, covering market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, technological advancements, and innovations in manufacturing by key market players.
  5. Product Development & Innovation: Insight into groundbreaking technologies, R&D efforts, and product innovations that will drive the market in future.

Additionally, the report addresses key questions to assist stakeholders in making informed decisions:

  1. What is the current size of the market, and how is it expected to grow?
  2. Which products, segments, and regions present the most attractive investment opportunities?
  3. What are the prevailing technology trends and regulatory factors influencing the market?
  4. How do top vendors rank regarding market share and competitive positioning?
  5. What revenue sources and strategic opportunities guide vendors' market entry or exit decisions?

Table of Contents

1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Stakeholders
2. Research Methodology
2.1. Define: Research Objective
2.2. Determine: Research Design
2.3. Prepare: Research Instrument
2.4. Collect: Data Source
2.5. Analyze: Data Interpretation
2.6. Formulate: Data Verification
2.7. Publish: Research Report
2.8. Repeat: Report Update
3. Executive Summary
4. Market Overview
5. Market Insights
5.1. Market Dynamics
5.1.1. Drivers
5.1.1.1. Rising demand for quality education with a modern and interactive approach
5.1.1.2. Improved availability of digital infrastructure for learning
5.1.1.3. Growing usage of edutainment in the commercial sector for training & skill development
5.1.2. Restraints
5.1.2.1. Limited availability of IT infrastructure and lack of understanding among trainers in implementing edutainment
5.1.3. Opportunities
5.1.3.1. Growing integration of AR, VR, and AI in edutainment solutions
5.1.3.2. Adoption of edutainment for learning new languages
5.1.4. Challenges
5.1.4.1. Potential barriers to creating suitable game designs that meet the learning objectives and curriculum
5.2. Market Segmentation Analysis
5.2.1. Content Type: Growing popularity of edutainment content that cater to a wide range of age groups and interests
5.2.2. End-User: High adoption of edutainment among adults to provide flexible learning opportunities
5.3. Porter’s Five Forces Analysis
5.3.1. Threat of New Entrants
5.3.2. Threat of Substitutes
5.3.3. Bargaining Power of Customers
5.3.4. Bargaining Power of Suppliers
5.3.5. Industry Rivalry
5.4. PESTLE Analysis
5.4.1. Political
5.4.2. Economic
5.4.3. Social
5.4.4. Technological
5.4.5. Legal
5.4.6. Environmental
6. Edutainment Market, by Content Type
6.1. Introduction
6.2. Academic Subjects
6.3. Creativity & Arts
6.4. Health & Fitness
6.5. Life Skills
7. Edutainment Market, by Platform
7.1. Introduction
7.2. Books & eBooks
7.3. Games & Interactive Systems
7.4. Mobile Apps
7.5. Online Platforms & Websites
7.6. Television & Films
8. Edutainment Market, by End-User
8.1. Introduction
8.2. Adults
8.3. Children
8.4. Teenagers
8.5. Toddlers & Preschoolers
9. Americas Edutainment Market
9.1. Introduction
9.2. Argentina
9.3. Brazil
9.4. Canada
9.5. Mexico
9.6. United States
10. Asia-Pacific Edutainment Market
10.1. Introduction
10.2. Australia
10.3. China
10.4. India
10.5. Indonesia
10.6. Japan
10.7. Malaysia
10.8. Philippines
10.9. Singapore
10.10. South Korea
10.11. Taiwan
10.12. Thailand
10.13. Vietnam
11. Europe, Middle East & Africa Edutainment Market
11.1. Introduction
11.2. Denmark
11.3. Egypt
11.4. Finland
11.5. France
11.6. Germany
11.7. Israel
11.8. Italy
11.9. Netherlands
11.10. Nigeria
11.11. Norway
11.12. Poland
11.13. Qatar
11.14. Russia
11.15. Saudi Arabia
11.16. South Africa
11.17. Spain
11.18. Sweden
11.19. Switzerland
11.20. Turkey
11.21. United Arab Emirates
11.22. United Kingdom
12. Competitive Landscape
12.1. Market Share Analysis, 2023
12.2. FPNV Positioning Matrix, 2023
12.3. Competitive Scenario Analysis
12.3.1. Ascend is Revolutionizing Personalized Learning and Skill Development through AI
12.3.2. Imarticus Learning's Strategic Acquisition of HeroMindmine for Enhanced Game-Based Learning
12.3.3. MentorShow Acquired a Significant Funding to Revolutionizing Digital Learning for Training and Skills Development
12.4. Strategy Analysis & Recommendation
List of Figures
FIGURE 1. EDUTAINMENT MARKET RESEARCH PROCESS
FIGURE 2. EDUTAINMENT MARKET SIZE, 2023 VS 2030
FIGURE 3. GLOBAL EDUTAINMENT MARKET SIZE, 2018-2030 (USD MILLION)
FIGURE 4. GLOBAL EDUTAINMENT MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 5. GLOBAL EDUTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 6. GLOBAL EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2023 VS 2030 (%)
FIGURE 7. GLOBAL EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 8. GLOBAL EDUTAINMENT MARKET SIZE, BY PLATFORM, 2023 VS 2030 (%)
FIGURE 9. GLOBAL EDUTAINMENT MARKET SIZE, BY PLATFORM, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 10. GLOBAL EDUTAINMENT MARKET SIZE, BY END-USER, 2023 VS 2030 (%)
FIGURE 11. GLOBAL EDUTAINMENT MARKET SIZE, BY END-USER, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 12. AMERICAS EDUTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
FIGURE 13. AMERICAS EDUTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 14. UNITED STATES EDUTAINMENT MARKET SIZE, BY STATE, 2023 VS 2030 (%)
FIGURE 15. UNITED STATES EDUTAINMENT MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 16. ASIA-PACIFIC EDUTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
FIGURE 17. ASIA-PACIFIC EDUTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 18. EUROPE, MIDDLE EAST & AFRICA EDUTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
FIGURE 19. EUROPE, MIDDLE EAST & AFRICA EDUTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 20. EDUTAINMENT MARKET SHARE, BY KEY PLAYER, 2023
FIGURE 21. EDUTAINMENT MARKET, FPNV POSITIONING MATRIX, 2023
List of Tables
TABLE 1. EDUTAINMENT MARKET SEGMENTATION & COVERAGE
TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
TABLE 3. GLOBAL EDUTAINMENT MARKET SIZE, 2018-2030 (USD MILLION)
TABLE 4. GLOBAL EDUTAINMENT MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
TABLE 5. GLOBAL EDUTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 6. EDUTAINMENT MARKET DYNAMICS
TABLE 7. GLOBAL EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 8. GLOBAL EDUTAINMENT MARKET SIZE, BY ACADEMIC SUBJECTS, BY REGION, 2018-2030 (USD MILLION)
TABLE 9. GLOBAL EDUTAINMENT MARKET SIZE, BY CREATIVITY & ARTS, BY REGION, 2018-2030 (USD MILLION)
TABLE 10. GLOBAL EDUTAINMENT MARKET SIZE, BY HEALTH & FITNESS, BY REGION, 2018-2030 (USD MILLION)
TABLE 11. GLOBAL EDUTAINMENT MARKET SIZE, BY LIFE SKILLS, BY REGION, 2018-2030 (USD MILLION)
TABLE 12. GLOBAL EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 13. GLOBAL EDUTAINMENT MARKET SIZE, BY BOOKS & EBOOKS, BY REGION, 2018-2030 (USD MILLION)
TABLE 14. GLOBAL EDUTAINMENT MARKET SIZE, BY GAMES & INTERACTIVE SYSTEMS, BY REGION, 2018-2030 (USD MILLION)
TABLE 15. GLOBAL EDUTAINMENT MARKET SIZE, BY MOBILE APPS, BY REGION, 2018-2030 (USD MILLION)
TABLE 16. GLOBAL EDUTAINMENT MARKET SIZE, BY ONLINE PLATFORMS & WEBSITES, BY REGION, 2018-2030 (USD MILLION)
TABLE 17. GLOBAL EDUTAINMENT MARKET SIZE, BY TELEVISION & FILMS, BY REGION, 2018-2030 (USD MILLION)
TABLE 18. GLOBAL EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 19. GLOBAL EDUTAINMENT MARKET SIZE, BY ADULTS, BY REGION, 2018-2030 (USD MILLION)
TABLE 20. GLOBAL EDUTAINMENT MARKET SIZE, BY CHILDREN, BY REGION, 2018-2030 (USD MILLION)
TABLE 21. GLOBAL EDUTAINMENT MARKET SIZE, BY TEENAGERS, BY REGION, 2018-2030 (USD MILLION)
TABLE 22. GLOBAL EDUTAINMENT MARKET SIZE, BY TODDLERS & PRESCHOOLERS, BY REGION, 2018-2030 (USD MILLION)
TABLE 23. AMERICAS EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 24. AMERICAS EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 25. AMERICAS EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 26. AMERICAS EDUTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 27. ARGENTINA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 28. ARGENTINA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 29. ARGENTINA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 30. BRAZIL EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 31. BRAZIL EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 32. BRAZIL EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 33. CANADA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 34. CANADA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 35. CANADA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 36. MEXICO EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 37. MEXICO EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 38. MEXICO EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 39. UNITED STATES EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 40. UNITED STATES EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 41. UNITED STATES EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 42. UNITED STATES EDUTAINMENT MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
TABLE 43. ASIA-PACIFIC EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 44. ASIA-PACIFIC EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 45. ASIA-PACIFIC EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 46. ASIA-PACIFIC EDUTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 47. AUSTRALIA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 48. AUSTRALIA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 49. AUSTRALIA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 50. CHINA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 51. CHINA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 52. CHINA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 53. INDIA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 54. INDIA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 55. INDIA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 56. INDONESIA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 57. INDONESIA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 58. INDONESIA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 59. JAPAN EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 60. JAPAN EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 61. JAPAN EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 62. MALAYSIA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 63. MALAYSIA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 64. MALAYSIA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 65. PHILIPPINES EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 66. PHILIPPINES EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 67. PHILIPPINES EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 68. SINGAPORE EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 69. SINGAPORE EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 70. SINGAPORE EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 71. SOUTH KOREA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 72. SOUTH KOREA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 73. SOUTH KOREA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 74. TAIWAN EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 75. TAIWAN EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 76. TAIWAN EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 77. THAILAND EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 78. THAILAND EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 79. THAILAND EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 80. VIETNAM EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 81. VIETNAM EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 82. VIETNAM EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 83. EUROPE, MIDDLE EAST & AFRICA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 84. EUROPE, MIDDLE EAST & AFRICA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 85. EUROPE, MIDDLE EAST & AFRICA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 86. EUROPE, MIDDLE EAST & AFRICA EDUTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 87. DENMARK EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 88. DENMARK EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 89. DENMARK EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 90. EGYPT EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 91. EGYPT EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 92. EGYPT EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 93. FINLAND EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 94. FINLAND EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 95. FINLAND EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 96. FRANCE EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 97. FRANCE EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 98. FRANCE EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 99. GERMANY EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 100. GERMANY EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 101. GERMANY EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 102. ISRAEL EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 103. ISRAEL EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 104. ISRAEL EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 105. ITALY EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 106. ITALY EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 107. ITALY EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 108. NETHERLANDS EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 109. NETHERLANDS EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 110. NETHERLANDS EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 111. NIGERIA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 112. NIGERIA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 113. NIGERIA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 114. NORWAY EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 115. NORWAY EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 116. NORWAY EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 117. POLAND EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 118. POLAND EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 119. POLAND EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 120. QATAR EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 121. QATAR EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 122. QATAR EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 123. RUSSIA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 124. RUSSIA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 125. RUSSIA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 126. SAUDI ARABIA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 127. SAUDI ARABIA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 128. SAUDI ARABIA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 129. SOUTH AFRICA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 130. SOUTH AFRICA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 131. SOUTH AFRICA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 132. SPAIN EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 133. SPAIN EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 134. SPAIN EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 135. SWEDEN EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 136. SWEDEN EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 137. SWEDEN EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 138. SWITZERLAND EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 139. SWITZERLAND EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 140. SWITZERLAND EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 141. TURKEY EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 142. TURKEY EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 143. TURKEY EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 144. UNITED ARAB EMIRATES EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 145. UNITED ARAB EMIRATES EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 146. UNITED ARAB EMIRATES EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 147. UNITED KINGDOM EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
TABLE 148. UNITED KINGDOM EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
TABLE 149. UNITED KINGDOM EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
TABLE 150. EDUTAINMENT MARKET SHARE, BY KEY PLAYER, 2023
TABLE 151. EDUTAINMENT MARKET, FPNV POSITIONING MATRIX, 2023

Companies Mentioned

The leading players in the Edutainment market, which are profiled in this report, include:
  • Animated Technologies Ltd.
  • Archy Learning
  • Batia Infotech
  • Blooket LLC
  • Breakout Inc.
  • Bright Horizons Family Solutions Inc.
  • Centrical
  • Classcraft Studios Inc.
  • Cognitive ToyBox, Inc.
  • Discovery Kids by Discovery Communications, LLC
  • Duolingo, Inc.
  • Hornbill FX Private Limited
  • Hurix Systems Pvt. Ltd.
  • Kahoot! ASA
  • KidZania Operations, S.à.r.l.
  • Kuato Studios
  • Layup by Creative eLearning Pvt. Ltd.
  • Legoland Discovery Centre
  • Lumos Labs, Inc.
  • Microsoft Corporation
  • National Geographic Partners, LLC
  • Prodigy Education Inc.
  • Quizlet, Inc.
  • QuoDeck Technologies PLC
  • Schell Games
  • Smart Lumies, Inc.
  • Udemy, Inc.

Methodology

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Table Information