デフォルト表紙
市場調査レポート
商品コード
1629000

エデュテインメントの市場規模、シェア、成長分析、タイプ別、年齢層別、収益源別、エンドユーザー別、地域別 - 産業予測、2025年~2032年

Edutainment Market Market Size, Share, Growth Analysis, By Type (Interactive, Non-Interactive), By Age Group (Children (0-12 years), Teenagers (13-18 years)), By Revenue Source, By End-User, By Region - Industry Forecast 2025-2032


出版日
発行
SkyQuest
ページ情報
英文 209 Pages
納期
3~5営業日
価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=152.96円
エデュテインメントの市場規模、シェア、成長分析、タイプ別、年齢層別、収益源別、エンドユーザー別、地域別 - 産業予測、2025年~2032年
出版日: 2025年01月08日
発行: SkyQuest
ページ情報: 英文 209 Pages
納期: 3~5営業日
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  • 概要
  • 目次
概要

世界のエデュテインメントの市場規模は、2023年に42億米ドルとなり、2024年の46億8,000万米ドルから、2032年までには111億9,000万米ドルに成長し、予測期間(2025年~2032年)のCAGRは11.5%で成長する見通しです。

世界のエデュテインメント市場は、インタラクティブで没入型の学習体験に対する需要の高まりによって、著しい成長を遂げています。教育とエンターテインメントの統合は、教育コンテンツが魅力的に配信されるダイナミックなニッチを形成しています。この成長は主に、学習体験を大幅に向上させる拡張現実(AR)、仮想現実(VR)、ゲーミフィケーションなどのデジタル技術の幅広い採用によって促進されています。さらに、COVID-19の大流行によってオンライン学習プラットフォームへの移行が加速し、エデュテインメントプロバイダーに新たな道が開かれました。魅力的な教育コンテンツへのニーズとともに、生涯学習への注目が高まる中、エデュテインメントセクターは今後も持続的な拡大が期待できます。

目次

イントロダクション

  • 調査の目的
  • 調査範囲
  • 定義

調査手法

  • 情報調達
  • 二次データと一次データの方法
  • 市場規模予測
  • 市場の前提条件と制限

エグゼクティブサマリー

  • 世界市場の見通し
  • 供給と需要の動向分析
  • セグメント別機会分析

市場力学と見通し

  • 市場概要
  • 市場規模
  • 市場力学
    • 促進要因と機会
    • 抑制要因と課題
  • ポーターの分析

主要な市場の考察

  • 主要な成功要因
  • 競合の程度
  • 主要な投資機会
  • 市場エコシステム
  • 市場の魅力指数(2024年)
  • PESTEL分析
  • マクロ経済指標
  • バリューチェーン分析
  • 価格分析
  • ケーススタディ
  • 技術の進歩
  • 規制情勢
  • 顧客と購買基準の分析
  • スタートアップ分析
  • 特許分析

世界のエデュテインメントの市場規模:タイプ別・CAGR(2025年~2032年)

  • 市場概要
  • 相互の作用
    • デジタルゲーム
    • シミュレーション
    • バーチャルリアリティ(VR)
  • 非インタラクティブ
    • 展示品
    • テーマアトラクション

世界のエデュテインメントの市場規模:年齢層別・CAGR(2025年~2032年)

  • 市場概要
  • 子供(0~12歳)
  • ティーンエイジャー(13~18歳)
  • 若者(19~25歳)
  • 大人(26歳以上)

世界のエデュテインメントの市場規模:収益源別・CAGR(2025年~2032年)

  • 市場概要
  • 入場料・チケット
  • グッズ販売
  • 広告
  • スポンサーシップ

世界のエデュテインメントの市場規模:エンドユーザー別・CAGR(2025年~2032年)

  • 市場概要
  • 学校
    • 小学校
    • 中等学校
  • ホームユーザー
  • 商業施設
    • 博物館
    • 科学センター
    • 動物園・水族館
    • テーマパーク

世界のエデュテインメントの市場規模・CAGR(2025年~2032年)

  • 北米
    • 米国
    • カナダ
  • 欧州
    • ドイツ
    • スペイン
    • フランス
    • 英国
    • イタリア
    • その他欧州地域
  • アジア太平洋
    • 中国
    • インド
    • 日本
    • 韓国
    • その他アジア太平洋
  • ラテンアメリカ
    • ブラジル
    • その他ラテンアメリカ地域
  • 中東・アフリカ
    • GCC諸国
    • 南アフリカ
    • その他中東・アフリカ

競合情報

  • 上位5社の比較
  • 主要企業の市場ポジショニング(2024年)
  • 主な市場企業が採用した戦略
  • 市場の最近の動向
  • 企業の市場シェア分析(2024年)
  • 主要企業の企業プロファイル
    • 会社概要
    • 製品ポートフォリオ分析
    • 企業のセグメント別シェア分析
    • 収益の前年比比較(2022年~2024年)

主要企業プロファイル

  • The Walt Disney Company(USA)
  • Sony Group Corporation(Japan)
  • Mattel, Inc.(USA)
  • Hasbro, Inc.(USA)
  • LEGO Group(Denmark)
  • Discovery, Inc.(USA)
  • Merlin Entertainments(UK)
  • Kidzania(Mexico)
  • Pororo Parks(South Korea)
  • Jenzabar, Inc.(USA)
  • Promethean Limited(UK)
  • Viator, Inc.(USA)
  • SEGA Corporation(Japan)
  • Bungie, Inc.(USA)
  • Edsys Pvt. Ltd.(India)
  • PopReach Corporation(Canada)
  • Gardaland Srl(Italy)
  • Kindercity(Switzerland)

結論と提言

目次
Product Code: SQMIG50I2008

Global Edutainment Market size was valued at USD 4.2 billion in 2023 and is poised to grow from USD 4.68 billion in 2024 to USD 11.19 billion by 2032, growing at a CAGR of 11.5% during the forecast period (2025-2032).

The global edutainment market is witnessing remarkable growth, driven by a rising demand for interactive and immersive learning experiences. The integration of education and entertainment has formed a dynamic niche where educational content is delivered engagingly. This growth is primarily fueled by the wider adoption of digital technologies, including augmented reality (AR), virtual reality (VR), and gamification, which significantly enhance the learning experience. Furthermore, the COVID-19 pandemic has expedited the transition to online learning platforms, opening up new avenues for edutainment providers. As the focus on lifelong learning intensifies alongside the need for captivating educational content, the edutainment sector is well-positioned for sustained expansion in the years ahead.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Edutainment market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global Edutainment Market Segmental Analysis

Global Edutainment Market is segmented by Type, Age Group, Revenue Source, End-User and region. Based on Type, the market is segmented into Interactive and Non-Interactive. Based on Age Group, the market is segmented into Children (0-12 years), Teenagers (13-18 years), Young Adults (19-25 years) and Adults (26+ years). Based on Revenue Source, the market is segmented into Entry Fees & Tickets, Merchandise Sales, Advertising and Sponsorships. Based on End-User, the market is segmented into Schools, Home Users and Commercial Establishments. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Global Edutainment Market

A significant driver of the global edutainment market is the increasing desire for dynamic and participatory learning experiences. With traditional educational methods evolving to incorporate digital tools and technology, edutainment presents a distinctive blend of entertainment and educational content that captures the interest of learners across various age groups. This innovative approach not only boosts engagement and motivation but also improves knowledge retention, ultimately contributing to the widespread adoption of edutainment solutions in diverse learning environments. As a result, the market is witnessing a surge in demand for interactive platforms that facilitate enjoyable and meaningful educational experiences.

Restraints in the Global Edutainment Market

A significant challenge facing the global Edutainment market is the absence of standardized quality control and regulatory oversight. As edutainment products and services multiply rapidly, it becomes essential to guarantee the accuracy and effectiveness of the educational content offered. This highlights the pressing need for comprehensive quality assurance mechanisms and regulatory frameworks designed to uphold the integrity of educational materials, ultimately safeguarding learners from misleading or inappropriate information. Implementing industry standards and guidelines is vital to overcoming this difficulty, as it would enhance credibility and foster greater trust within the edutainment sector, benefiting both consumers and providers alike.

Market Trends of the Global Edutainment Market

The global Edutainment market is witnessing a notable trend towards immersive and interactive learning experiences, fueled by technological advancements. As educators and content creators increasingly focus on integrating educational materials with interactive entertainment, platforms are harnessing virtual reality (VR), augmented reality (AR), and gamification. This evolution aims to captivate diverse learners and inspire them through engaging and personalized activities. Traditional education methods are often perceived as less effective in maintaining student interest, prompting the shift towards edutainment solutions that prioritize enjoyment alongside knowledge acquisition. Consequently, the market is evolving, making learning not only accessible but also an engaging and rewarding journey for all ages.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis
  • Case Studies
  • Technology Advancement
  • Regulatory Landscape
  • Customer & Buying Criteria Analysis
  • Startup Analysis
  • Patent Analysis

Global Edutainment Market Size by Type & CAGR (2025-2032)

  • Market Overview
  • Interactive
    • Digital Games
    • Simulations
    • Virtual Reality (VR)
  • Non-Interactive
    • Exhibits
    • Themed Attractions

Global Edutainment Market Size by Age Group & CAGR (2025-2032)

  • Market Overview
  • Children (0-12 years)
  • Teenagers (13-18 years)
  • Young Adults (19-25 years)
  • Adults (26+ years)

Global Edutainment Market Size by Revenue Source & CAGR (2025-2032)

  • Market Overview
  • Entry Fees & Tickets
  • Merchandise Sales
  • Advertising
  • Sponsorships

Global Edutainment Market Size by End-User & CAGR (2025-2032)

  • Market Overview
  • Schools
    • Primary Schools
    • Secondary Schools
  • Home Users
  • Commercial Establishments
    • Museums
    • Science Centers
    • Zoos and Aquariums
    • Theme Parks

Global Edutainment Market Size & CAGR (2025-2032)

  • North America (Type, Age Group, Revenue Source, End-User)
    • US
    • Canada
  • Europe (Type, Age Group, Revenue Source, End-User)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Type, Age Group, Revenue Source, End-User)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Type, Age Group, Revenue Source, End-User)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Type, Age Group, Revenue Source, End-User)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

Key Company Profiles

  • The Walt Disney Company (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sony Group Corporation (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Mattel, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Hasbro, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • LEGO Group (Denmark)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Discovery, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Merlin Entertainments (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Kidzania (Mexico)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Pororo Parks (South Korea)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Jenzabar, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Promethean Limited (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Viator, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • SEGA Corporation (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Bungie, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Edsys Pvt. Ltd. (India)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • PopReach Corporation (Canada)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Gardaland Srl (Italy)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Kindercity (Switzerland)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations