Edutainment Market Forecasted to Grow at 16.1% CAGR, Set to Reach US$ 8,145.9 Million by 2032

The edutainment market has experienced remarkable growth in recent years, with its revenue reaching an impressive US$ 1,626.7 Million in 2021. This sector, which combines education and entertainment, is poised for even more substantial expansion in the coming years. Projections indicate that the edutainment market is set to surge to US$ 8,145.9 Million by the year 2032, demonstrating an extraordinary compound annual growth rate CAGR of 16.1% for the period spanning from 2022 to 2032

This robust growth trajectory reflects the increasing demand for innovative and engaging learning experiences that leverage entertainment elements, making education not only informative but also entertaining. The edutainment industry is on track to revolutionize the way people acquire knowledge and skills, offering a promising landscape for both businesses and learners alike.

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Edutainment is helping to improve children’s social skills by using children’s literature, practicing social overtures, and strengthening social & emotional education. It also enhances social-emotional well-being in youngsters by improving teachers’ social-emotional curriculum design and competence.

The edutainment centers usually appeal to the 8 to 14 age group and their parents. This indicates penetration of a deep youth population under the age of 14 in the Asia-Pacific and with rising incomes and expectations, parents are spending more on their children, which is expected to drive the edutainment market growth.

Indoor parks are both within greater reach and more profitable to most developers and operators as compared to outdoor theme parks due to which a number of operators are launching new edutainment centers to attract customers.

Furthermore, in the 20th century, children used to be much more physically active as compared to the present as they did not have access to video games, handheld gaming devices, computers, or the Internet. But especially in recent years, the world is much more socially interactive and sophisticated, however, physical activity is an important habit for a healthy lifestyle. Thus, children and young adults are the most attractive demographic segment in the overall edutainment market.

Key Takeaways From The Edutainment Market:

  • By gaming type, the explorative segment is anticipated to account for the leading share in the global demand for edutainment during the forecast period. However, the hybrid combination segment is estimated to grow at a robust CAGR of 19.0% through 2032.
  • By revenue source, the entry fees & tickets segment is anticipated to increase at a CAGR of 18.2% between 2022 & 2032.
  • Based on visitor demographics, the children (0-12) segment is estimated to witness high growth during the forecast period as most preschool and kindergarten providers have realized that open-ended play in the right environment helps children develop and learn emotionally, cognitively, socially, and physically.
  • North America is expected to lead the market followed by Europe in 2022. South Asia & Pacific is anticipated to emerge as the fastest growing region between 2022 & 2032.
  • The market in China is expected to progress at a CAGR of around 18.4% through 2032.
  • In India, sales are expected to increase at a CAGR of close to 23.6% over the next ten years.

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Inclination towards New Kinds of Edutainment to Propel the Sales

Soft modular play centers, operated on a pay-for-play basis, were the first incarnation of edutainment centers. They were based upon the mistaken idea that indoor, safe, physical play met the play needs of young children. Later centers were bigger and included rides, games, and passive entertainment including animatronics, which was basically more of the same. Some center operators looked to the early childhood education and children’s museum industries.

Nowadays, new edutainment centers recognize that all children are not alike, that kids come in different ages and levels of development, and represent distinct genders cultures, and experiences. This generation is based wholly on “actual” reality and high touch. It offers children a place with the tools they need to create their own magical worlds, where their imaginations rule and they can develop their minds, souls, and bodies. As a result, the edutainment market is projected to register a noteworthy growth during the forecast period.

Footfall in Edutainment Centers is increasing with Changing Lifestyles:
The entertainment choices of consumers are mostly focused on building a personal narrative and memorable experiences. New business models arise as entrepreneurs ride key trends within the market which is creating a dynamic environment for investment, and businesses that strike a chord among consumers and reach a level of scale can expect strong support. In developing markets, growth rates are estimated to be high as the incomes of consumers are rising and available free time is increasing. Theme parks/ edutainment parks are also benefiting from rising incomes and the pivot to experience.

Rapid industrialization, increased disposable income and busy working schedules have significantly hampered the lifestyles of customers globally in the past few years. These changes in lifestyles have boosted the preference for spending quality time along with education, entertainment, food & beverages, and other fun activities. This is among the factors that are encouraging customers to visit edutainment centers for spending their leisure time, as well as for celebrations, adventure experiences, education, etc. With these changing lifestyles, edutainment centers are offering more and more modern education and entertainment options for kids under one roof. This is among the key factors responsible for driving the edutainment market across the globe.

Leading Key Players:

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

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Edutainment Market Segmentation:

By Gaming Type:

  • Interactive
  • Non-interactive
  • Explorative
  • Hybrid Combination

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.

By Revenue Source:

  • Entry fees & tickets
  • Food & Beverages
  • Merchandising
  • Advertising
  • Others

By Visitor Demographics:

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

By Region:

  • North America
  • Latin America
  • Europe
  • East Asia
  • South Asia & Pacific
  • Middle East and Africa (MEA)

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About the Author

Nikhil Kaitwade

Associate Vice President at Future Market Insights, Inc. has over a decade of experience in market research and business consulting. He has successfully delivered 1500+ client assignments, predominantly in Automotive, Chemicals, Industrial Equipment, Oil & Gas, and Service industries.
His core competency circles around developing research methodology, creating a unique analysis framework, statistical data models for pricing analysis, competition mapping, and market feasibility analysis. His expertise also extends wide and beyond analysis, advising clients on identifying growth potential in established and niche market segments, investment/divestment decisions, and market entry decision-making.
Nikhil holds an MBA degree in Marketing and IT and a Graduate in Mechanical Engineering. Nikhil has authored several publications and quoted in journals like EMS Now, EPR Magazine, and EE Times.

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