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Edutainment Market: Global Industry Analysis, Trends, Market Size, and Forecasts up to 2027

  • Report

  • 100 Pages
  • January 2022
  • Region: Global
  • Infinium Global Research
  • ID: 5542997
The report on the global edutainment market provides qualitative and quantitative analysis for the period from 2019 to 2027. The report predicts the global edutainment market to grow with a CAGR of 16.45% over the forecast period from 2021-2027. The study on edutainment market covers the analysis of the leading geographies such as North America, Europe, Asia-Pacific, RoW, North America, Europe, Asia-Pacific, and RoW for the period of 2019 to 2027.



The report on edutainment market is a comprehensive study and presentation of drivers, restraints, opportunities, demand factors, market size, forecasts, and trends in the global edutainment market over the period of 2019 to 2027. Moreover, the report is a collective presentation of primary and secondary research findings.

Porter's five forces model in the report provides insights into the competitive rivalry, supplier and buyer positions in the market and opportunities for the new entrants in the global edutainment market over the period of 2019 to 2027. Further, Growth Matrix gave in the report brings an insight into the investment areas that existing or new market players can consider.

Report Findings


1) Drivers

  • The integrating advancement in a technological world in virtual reality gaming in the market is boosting the overall growth of the market

2) Restraints

  • Edutainment platform requires proper’s setup such as projectors, interactive whiteboards, printers, PCs, laptops, smartphones, and other computing devices that cost high in prices for the educational institutions.

3) Opportunities

  • The development of innovative products is expected to provide growth opportunities to the edutainment market in the upcoming future.

Research Methodology


A) Primary Research


The primary research involves extensive interviews and analysis of the opinions provided by the primary respondents. The primary research starts with identifying and approaching the primary respondents, the primary respondents are approached include
1. Key Opinion Leaders
2. Internal and External subject matter experts
3. Professionals and participants from the industry

The primary research respondents typically include

1. Executives working with leading companies in the market under review
2. Product/brand/marketing managers
3. CXO level executives
4. Regional/zonal/country managers
5. Vice President level executives.

B) Secondary Research


Secondary research involves extensive exploring through the secondary sources of information available in both the public domain and paid sources. Each research study is based on over 500 hours of secondary research accompanied by primary research. The information obtained through the secondary sources is validated through the crosscheck on various data sources.

The secondary sources of the data typically include

1. Company reports and publications
2. Government/institutional publications
3. Trade and associations journals
4. Databases such as WTO, OECD, World Bank, and among others.
5. Websites and publications by research agencies

Segment Covered


The global edutainment market is segmented on the basis of gaming type, visitor demographics, and revenue source.

The Global Edutainment Market by Gaming Type

  • Interactive
  • Non-interactive
  • Explorative
  • Hybrid Combination
  • Interactive

The Global Edutainment Market by Visitor Demographics

  • Children (0-12 Years)
  • Teenager (13-18 Years)
  • Young Adult (19-25 Years)

The Global Edutainment Market by Revenue Source

  • Entry Fees & Tickets
  • Merchandising
  • Advertising
  • Others

Company Profiles


The companies covered in the report include
  • Kidz Holding S.A.L
  • Kindercity
  • Legoland Discovery Center
  • Pororo Parks
  • CurioCity
  • Kidzania
  • Totter’s Otterville
  • Mattel Play Town
  • Little Explorers
  • Plabo
  • Kidz Holding S.A.L

What does this Report Deliver?

1. Comprehensive analysis of the global as well as regional markets of the edutainment market.
2. Complete coverage of all the segments in the edutainment market to analyze the trends, developments in the global market and forecast of market size up to 2027.
3. Comprehensive analysis of the companies operating in the global edutainment market. The company profile includes analysis of product portfolio, revenue, SWOT analysis and latest developments of the company.
4. Growth Matrix presents an analysis of the product segments and geographies that market players should focus to invest, consolidate, expand and/or diversify.

This product will be delivered within 1-3 business days.

Table of Contents

1. Preface
1.1. Report Description
1.2. Research Methods
1.3. Research Approaches
2. Executive Summary
2.1. Edutainment Market Highlights
2.2. Edutainment Market Projection
2.3. Edutainment Market Regional Highlights
3. Global Edutainment Market Overview
3.1. Introduction
3.2. Market Dynamics
3.2.1. Drivers
3.2.2. Restraints
3.2.3. Opportunities
3.3. Analysis of COVID-19 impact on the Edutainment Market
3.4. Porter's Five Forces Analysis
3.5. Growth Matrix Analysis
3.5.1. Growth Matrix Analysis by Gaming Type
3.5.2. Growth Matrix Analysis by Visitor Demographics
3.5.3. Growth Matrix Analysis by Revenue Source
3.5.4. Growth Matrix Analysis by Region
3.6. Value Chain Analysis of Edutainment Market
4. Edutainment Market Macro Indicator Analysis
5. Global Edutainment Market by Gaming Type
5.1. Interactive
5.2. Non-interactive
5.3. Explorative
5.4. Hybrid Combination
5.5. Interactive
6. Global Edutainment Market by Visitor Demographics
6.1. Children (0-12 Years)
6.2. Teenager (13-18 Years)
6.3. Young Adult (19-25 Years)
7. Global Edutainment Market by Revenue Source
7.1. Entry Fees & Tickets
7.2. Merchandising
7.3. Advertising
7.4. Others
8. Global Edutainment Market by Region 2021-2027
8.1. North America
8.1.1. North America Edutainment Market by Gaming Type
8.1.2. North America Edutainment Market by Visitor Demographics
8.1.3. North America Edutainment Market by Revenue Source
8.1.4. North America Edutainment Market by Country
8.2. Europe
8.2.1. Europe Edutainment Market by Gaming Type
8.2.2. Europe Edutainment Market by Visitor Demographics
8.2.3. Europe Edutainment Market by Revenue Source
8.2.4. Europe Edutainment Market by Country
8.3. Asia-Pacific
8.3.1. Asia-Pacific Edutainment Market by Gaming Type
8.3.2. Asia-Pacific Edutainment Market by Visitor Demographics
8.3.3. Asia-Pacific Edutainment Market by Revenue Source
8.3.4. Asia-Pacific Edutainment Market by Country
8.4. RoW
8.4.1. RoW Edutainment Market by Gaming Type
8.4.2. RoW Edutainment Market by Visitor Demographics
8.4.3. RoW Edutainment Market by Revenue Source
8.4.4. RoW Edutainment Market by Sub-region
8.5. North America
8.5.1. North America Edutainment Market by Gaming Type
8.5.2. North America Edutainment Market by Visitor Demographics
8.5.3. North America Edutainment Market by Revenue Source
8.5.4. North America Edutainment Market by Country
8.6. Europe
8.6.1. Europe Edutainment Market by Gaming Type
8.6.2. Europe Edutainment Market by Visitor Demographics
8.6.3. Europe Edutainment Market by Revenue Source
8.6.4. Europe Edutainment Market by Country
8.7. Asia-Pacific
8.7.1. Asia-Pacific Edutainment Market by Gaming Type
8.7.2. Asia-Pacific Edutainment Market by Visitor Demographics
8.7.3. Asia-Pacific Edutainment Market by Revenue Source
8.7.4. Asia-Pacific Edutainment Market by Country
8.8. RoW
8.8.1. RoW Edutainment Market by Gaming Type
8.8.2. RoW Edutainment Market by Visitor Demographics
8.8.3. RoW Edutainment Market by Revenue Source
8.8.4. RoW Edutainment Market by Sub-region
9. Company Profiles and Competitive Landscape
9.1. Competitive Landscape in the Global Edutainment Market
9.2. Companies Profiled
9.2.1. Kidz Holding S.A.L
9.2.2. Kindercity
9.2.3. Legoland Discovery Center
9.2.4. Pororo Parks
9.2.5. CurioCity
9.2.6. Kidzania
9.2.7. Totter’s Otterville
9.2.8. Mattel Play Town
9.2.9. Little Explorers
9.2.10. Plabo
9.2.11. Kidz Holding S.A.L

Companies Mentioned

  • Kidz Holding S.A.L
  • Kindercity
  • Legoland Discovery Center
  • Pororo Parks
  • CurioCity
  • Kidzania
  • Totter’s Otterville
  • Mattel Play Town
  • Little Explorers
  • Plabo
  • Kidz Holding S.A.L

Table Information