The edutainment market size is expected to see rapid growth in the next few years. It will grow to $18.1 billion in 2030 at a compound annual growth rate (CAGR) of 16.6%. The growth in the forecast period can be attributed to increasing investments in immersive learning technologies, rising demand for personalized education experiences, expansion of digital edutainment platforms, growing focus on STEM-based entertainment learning, increasing adoption of mixed-reality learning environments. Major trends in the forecast period include increasing adoption of interactive learning experiences, rising demand for gamified educational content, growing use of virtual and augmented reality in learning, expansion of hybrid edutainment platforms, enhanced focus on engagement-driven education.
The increase in internet penetration is expected to drive the growth of the edutainment market during the forecast period. As more people gain online access, educational content can reach a wider audience, expanding learning opportunities. High-speed internet supports interactive, multimedia-rich experiences, making learning more engaging. For example, according to statistics from DataReportal, a Singapore-based provider of insights on digital trends and behavior, 5.35 billion people - or 66.2% of the global population - were using the internet in 2024. Over the previous year, the number of internet users grew by 1.8%, with 97 million people coming online for the first time in 2023. Therefore, increasing internet penetration will continue to fuel the growth of the edutainment market.
Major companies in the edutainment market are creating virtual reality (VR) solutions, such as virtual guided tours of museums, to improve user engagement and deliver immersive learning experiences. Museum virtual guided tours offer an interactive online platform for users to explore museum exhibits, often featuring virtual guides or pre-recorded content that allows them to learn about artifacts from anywhere. For example, in July 2023, the Leisure and Cultural Services Department (LCSD), a government department in Hong Kong, launched the 'For Youth' page on its Edutainment Channel. This comprehensive online resource grants young people access to job vacancies, internships, and training programs in the arts and culture sectors, along with weekly educational videos from the 101 Academy. Furthermore, the 'vis-à-vis+01' series includes interactive experiences such as virtual museum tours and online sports training, all designed to enhance youth education through entertainment.
In February 2024, Podium Education, Inc., a US-based edtech company, acquired Untapped, Inc. for an undisclosed amount. This acquisition is intended to strengthen the edutainment market by merging career readiness with experiential learning, ultimately providing students with more engaging and practical educational experiences. Untapped, Inc. specializes in career development and educational technology within the United States.
Major companies operating in the edutainment market are KidZania Operations S.A.P.I. de C.V., LEGOLAND Discovery Centres (operated by Merlin Entertainments Group), Pororo Park Co. Ltd., Crayola Experience LLC, Discovery Cube Foundation, Exploratorium, Science Museum Group, Ontario Science Centre, Boston Children’s Museum, Please Touch Museum, The Children’s Museum of Indianapolis, Science Centre Singapore, National Science Centre Delhi, Science World British Columbia, Heureka The Finnish Science Centre, Cité des Sciences et de l’Industrie, Papilonia Butterfly House, Imaginosity Children’s Museum, WonderWorks Attractions, Adventure Science Center.
North America was the largest region in the edutainment market in 2025. 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, South East Asia, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the edutainment market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Taiwan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The edutainment market includes revenues earned by entities by providing services such as fictional books with educational themes, music and songs, fictional radio. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
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Table of Contents
Executive Summary
Edutainment Market Global Report 2026 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses edutainment market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
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Description
Where is the largest and fastest growing market for edutainment? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The edutainment market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, total addressable market (TAM), market attractiveness score (MAS), competitive landscape, market shares, company scoring matrix, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market. This section also examines key products and services offered in the market, evaluates brand-level differentiation, compares product features, and highlights major innovation and product development trends.
- The supply chain analysis section provides an overview of the entire value chain, including key raw materials, resources, and supplier analysis. It also provides a list competitor at each level of the supply chain.
- The updated trends and strategies section analyses the shape of the market as it evolves and highlights emerging technology trends such as digital transformation, automation, sustainability initiatives, and AI-driven innovation. It suggests how companies can leverage these advancements to strengthen their market position and achieve competitive differentiation.
- The regulatory and investment landscape section provides an overview of the key regulatory frameworks, regularity bodies, associations, and government policies influencing the market. It also examines major investment flows, incentives, and funding trends shaping industry growth and innovation.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
- The total addressable market (TAM) analysis section defines and estimates the market potential compares it with the current market size, and provides strategic insights and growth opportunities based on this evaluation.
- The market attractiveness scoring section evaluates the market based on a quantitative scoring framework that considers growth potential, competitive dynamics, strategic fit, and risk profile. It also provides interpretive insights and strategic implications for decision-makers.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
- Expanded geographical coverage includes Taiwan and Southeast Asia, reflecting recent supply chain realignments and manufacturing shifts in the region. This section analyzes how these markets are becoming increasingly important hubs in the global value chain.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The company scoring matrix section evaluates and ranks leading companies based on a multi-parameter framework that includes market share or revenues, product innovation, and brand recognition.
Report Scope
Markets Covered:
1) By Product Type: Interactive; Explorative2) 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
Subsegments:
1) By Interactive: Games; Simulations; Virtual Reality Experiences2) By Explorative: Discovery-Based Learning Tools; Interactive Exhibits; Immersive Environments
Companies Mentioned: KidZania Operations S.a.P.I. de C.V.; LEGOLAND Discovery Centres (operated by Merlin Entertainments Group); Pororo Park Co. Ltd.; Crayola Experience LLC; Discovery Cube Foundation; Exploratorium; Science Museum Group; Ontario Science Centre; Boston Children’s Museum; Please Touch Museum; the Children’s Museum of Indianapolis; Science Centre Singapore; National Science Centre Delhi; Science World British Columbia; Heureka the Finnish Science Centre; Cité des Sciences et de l’Industrie; Papilonia Butterfly House; Imaginosity Children’s Museum; WonderWorks Attractions; Adventure Science Center
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Taiwan; Russia; South Korea; UK; USA; Canada; Italy; Spain.
Regions: Asia-Pacific; South East Asia; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery Format: Word, PDF or Interactive Report + Excel Dashboard
Added Benefits:
- Bi-Annual Data Update
- Customisation
- Expert Consultant Support
Companies Mentioned
The companies featured in this Edutainment market report include:- KidZania Operations S.A.P.I. de C.V.
- LEGOLAND Discovery Centres (operated by Merlin Entertainments Group)
- Pororo Park Co. Ltd.
- Crayola Experience LLC
- Discovery Cube Foundation
- Exploratorium
- Science Museum Group
- Ontario Science Centre
- Boston Children’s Museum
- Please Touch Museum
- The Children’s Museum of Indianapolis
- Science Centre Singapore
- National Science Centre Delhi
- Science World British Columbia
- Heureka The Finnish Science Centre
- Cité des Sciences et de l’Industrie
- Papilonia Butterfly House
- Imaginosity Children’s Museum
- WonderWorks Attractions
- Adventure Science Center
Table Information
| Report Attribute | Details |
|---|---|
| No. of Pages | 250 |
| Published | January 2026 |
| Forecast Period | 2026 - 2030 |
| Estimated Market Value ( USD | $ 9.78 Billion |
| Forecasted Market Value ( USD | $ 18.1 Billion |
| Compound Annual Growth Rate | 16.6% |
| Regions Covered | Global |
| No. of Companies Mentioned | 21 |


