![]() |
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 |
||||||
|
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
|
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。
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.