Edutainment Market 2025: The Critical Role of Impact of Rising Internet Penetration on Edutainment Market Growth Driver in Industry Evolution

What is the current size and annual growth rate of the edutainment market?
The edutainment market size has grown rapidly in recent years. It will grow from $7.28 billion in 2024 to $8.43 billion in 2025 at a compound annual growth rate (CAGR) of 15.7%.  The growth in the historic period can be attributed to shift in learning paradigm, globalization of education, educational tv programs and channels, cognitive development emphasis, influence of early childhood education.

The edutainment market size is expected to see rapid growth in the next few years. It will grow to $15.73 billion in 2029 at a compound annual growth rate (CAGR) of 16.9%.  The growth in the forecast period can be attributed to accessibility and inclusivity, parental involvement in learning, government support for edutainment, continuous learning culture, inclusion of social learning features. Major trends in the forecast period include virtual and augmented reality edutainment, gamification in education, educational apps and platforms, artificial intelligence (AI) in learning, collaborations with content creators.

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What key drivers have fueled the edutainment market’s development over the years?
The rise in internet penetration expected to propel the growth of the edutainment market during the forecast period. With more people connected online, educational content reaches a broader audience, enhancing learning opportunities. High-speed internet facilitates interactive and multimedia-rich experiences, making learning more engaging. For instance, according stats from DataReportal, a Singapore-based company offering insights of digital trends and behaviors stated that, in 2024, 5.35 billion people, or 66.2% of the global population, are using the internet. Over the past year, the number of internet users increased by 1.8%, with 97 million people coming online for the first time in 2023. Therefore, rising internet penetration will drive the growth of the edutainment market going forward.

What is the segmentation for the edutainment market?
The edutainment market covered in this report is segmented –
1) By Product Type: Interactive, Non interactive, Hybrid, Explorative
2) 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, Young Adult, Adult

Subsegments:
1) By Interactive: Games, Simulations, Virtual Reality Experiences
2) By Non-Interactive: Educational Videos, Podcasts, E-books
3) By Hybrid: Blended Learning Platforms, Interactive E-learning Modules, Gamified Learning Experiences
4) By Explorative: Discovery-Based Learning Tools, Interactive Exhibits, Immersive Environments

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Who are the most influential companies in the edutainment market?
Major companies operating in the edutainment market include  Kidzania, Legoland Discovery Center, Pororo Parks, CurioCity, Kindercity, Mattel Play! Town, Totter’s Otterville, Kidz Holding S.A.L, Little Explorers, ConveGenius, Edsys, IdeaCrate Edutainment Company, DreamUs Edutainment, Smartivity Labs, Yottoy Productions, Toontastic, Crayola Experience, Discovery Kids, JumpStart Games, National Geographic Kids, Sesame Workshop, Osmo, Tynker, Kahoot!, Filament Games?

What are the top industry trends projected to impact the edutainment market?
Major companies operating in the edutainment market are developing virtual reality (VR) solutions, such as museum virtual guided tours, to enhance user engagement and provide immersive learning experiences. Automatic fire extinguishers are devices that autonomously detect and extinguish fires, utilizing different agents like water or foam. Museum virtual guided tours provide an interactive online experience for users to explore museum exhibits, often featuring virtual guides or pre-recorded content, allowing learning about artifacts from any location. For instance, in July 2023, the Leisure and Cultural Services Department (LCSD), a Hong Kong-based government department, launched the “For Youth” page on its Edutainment Channel. This comprehensive online resource provides young people with access to job vacancies, internships, and training programs in arts and culture, along with weekly educational videos from the 101 Academy. Additionally, the “vis-à-vis+01” series offers interactive experiences, including museum virtual guided tours and online sports training, all aimed at enriching youth education through entertainment.

What are the major regional insights for the edutainment market, and which region holds the top position?
The countries covered in the edutainment market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

What Does The Edutainment Market Report 2025 Offer?
The edutainment market research report from The Business Research Company offers global market size, growth rate, regional shares, competitor analysis, detailed segments, trends, and opportunities.

Edutainment is simply a combination of two disciplines education and entertainment collectively called educational entertainment. Edutainment centers are known to be the places that are visited by the children or their parents during the field trips like zoos, aquariums, science, botanical gardens, and children’s museum, and these places have educational features along with entertainment or amusement.

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