Edutainment Market - Increase in Improvisation and Digitization in Art Schools and Classrooms is Expected to Lead the Market Growth – Growing at a Compound Annual Growth Rate (CAGR) 15.8% from 2022 to 2028

Edutainment
  • Edutainment Market

As stated in our extensive report, the Global Edutainment Market accounted for USD 1,427.1 Million in the year 2021.

The term "Edutainment" consists of the words - "entertainment" and "education." The Edutainment center is a place for children and their parents to visit during field trips, such as zoos, aquariums, science, botanical gardens, and children's museums. These places have educational functions in addition to entertainment and entertainment. Therefore, the Edutainment center is a well-established center for learning through entertainment.

Edutainment has become a buzzword in education, combining entertainment and educational activities. Effective use of video games, video shows, social media, and the Internet can help simplify and explain complex concepts in education. That said, Edutainment aims to be educational and entertaining, allowing the idea to be understood more clearly and easily. In addition, education is used by different academic institutions and governments in different countries to convey information in the classroom via the Internet, television, social networks, and other means of communication, thereby giving end-user views and opinions and affecting their perceptions and disseminating behavior change.

The main goal of the Edutainment sector is to gather teens and toddlers through the PC to catch their attention. With the COVID 19 pandemic outbreak and the advancement of digitalization, educational institutions have adopted e-learning tools to provide online education to their students at home. In addition, using bright and colourful animations helped simplify students' complex ideas and improve their learning experience. The introduction of new technologies and the utilization of the Edutainment business play an essential role in education. All the above aspects are set to expand the reach of the Edutainment industry in the coming years.

In addition, the increase in improvisation and digitization in art schools and classrooms, and the well-developed infrastructure of entertainment centers, could help the Edutainment market grow. Edutainment activities have proven to be a virtual platform and foundation for the education industry and are the best alternative to traditional classroom training. That said, the goal of Edutainment activities is to educate teens, millennials, and college students about their responsibilities and accountability without putting pressure on them. In addition, the Edutainment industry is becoming increasingly popular among Generation X and adults.

North America dominates the Edutainment Market expansion in 2021. The number ofEdutainmentcenters in Southeast Asia is increasing as more and more people visit these centers with their families. The presence of anEdutainmentcenter allows customers to spend a fulfilling time with family and friends while playing games and gaining knowledge.Edutainment Market is expected to offer favorable opportunities forthe market players. The expanding application of robotics in Japan'sEdutainmentsector creates value-added opportunities for market participants. Robotics integrates many engineering subjects such as mathematics and physics, design and innovation, electronics, computer science and programming, and psychology. Therefore, well-established players in this region are expected to bolster theEdutainment Market growth during the projected period.

Notable and prominent players in the Global Edutainment Market include- Kidzania, Legoland Discovery Center, Kindercity, Plabo, Pororo Park, Curiocity, Totter’s Otterville, Mattel Play Town, Little Explorers, Kidz Holding S.A.L. and others.