デフォルト表紙
市場調査レポート
商品コード
1675203

エデュテインメントの世界市場レポート 2025

Edutainment Global Market Report 2025


出版日
ページ情報
英文 200 Pages
納期
2~10営業日
カスタマイズ可能
適宜更新あり
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=143.57円
エデュテインメントの世界市場レポート 2025
出版日: 2025年03月03日
発行: The Business Research Company
ページ情報: 英文 200 Pages
納期: 2~10営業日
GIIご利用のメリット
  • 全表示
  • 概要
  • 目次
概要

エデュテインメント市場規模は、今後数年で急成長が見込まれます。2029年の年間平均成長率(CAGR)は16.9%で、157億3,000万米ドルに成長します。予測期間の成長は、アクセシビリティと包括性、保護者の学習への関与、エデュテインメントに対する政府の支援、継続的な学習文化、ソーシャルラーニング機能の搭載などに起因すると考えられます。予測期間における主な動向としては、仮想現実・拡張現実エデュテインメント、教育におけるゲーミフィケーション、教育アプリ・プラットフォーム、学習における人工知能(AI)、コンテンツクリエイターとのコラボレーションなどが挙げられます。

エデュテインメントの世界の採用拡大が、予測期間中のエデュテインメント市場の拡大を促進すると予測されます。エンターテインメントと教育を融合させたこのコンセプトは、子供たちに魅力的な学習環境を提供します。エデュテインメントは、知的好奇心を刺激するコンセプトを導入することで、学習体験を大幅に向上させます。子どもたちは、好きなキャラクターを演じたり、憧れの場所を探検したりすることで、自然と好奇心を発揮し、ポジティブなエネルギーを育み、自信をつけていきます。例えば、フランスに本部を置く国際機関、国連教育科学文化機関(ユネスコ)は2023年9月、国連加盟国が教育目標を達成するためには、2030年まで年間140万人の幼児教育への就学が不可欠であると報告しました。さらに、初等教育の修了率を3倍近く向上させる必要があります。その結果、世界的にエデュテインメントの採用が増加し、エデュテインメント市場の成長を促進すると予想されます。

教育セクターの拡大は、近い将来、エデュテインメント市場の成長を促進する重要な要因になると考えられています。教育セクターは、正式な指導、学習の育成、個人の開発を提供するためのシステム全体とインフラを包含しています。教育とエンターテインメントの融合であるエデュテインメントは、エンゲージメント、双方向性、効果性の向上を導入することで、教育環境を再構築しています。エデュテインメントのプラットフォームは、個人の学習ペースやスタイルに柔軟に対応し、多様な学習者に対応しています。例えば、2023年7月に発表されたシドニー工科大学の報告書によると、米国では2022年に中等教育が学校修了の最高レベルに達し、人口の28%がこのマイルストーンを達成しました。英国では、2022年に中等教育修了者の73.2%がGCSE合格率を達成しました。2021年時点で公立・私立合わせて395万人を超える生徒が在籍するオーストラリアは、成長する教育分野に大きく貢献しており、エデュテインメント市場の拡大に拍車をかけています。

目次

第1章 エグゼクティブサマリー

第2章 市場の特徴

第3章 市場動向と戦略

第4章 市場- マクロ経済シナリオ金利、インフレ、地政学、コロナ禍、回復が市場に与える影響を含むマクロ経済シナリオ

第5章 世界の成長分析と戦略分析フレームワーク

  • 世界エデュテインメント PESTEL分析(政治、社会、技術、環境、法的要因、促進要因、抑制要因)
  • 最終用途産業の分析
  • 世界のエデュテインメント市場:成長率分析
  • 世界のエデュテインメント市場の実績:規模と成長, 2019-2024
  • 世界のエデュテインメント市場の予測:規模と成長, 2024-2029, 2034F
  • 世界エデュテインメント総アドレス可能市場(TAM)

第6章 市場セグメンテーション

  • 世界のエデュテインメント市場:製品タイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 相互の作用
  • 非インタラクティブ
  • ハイブリッド
  • 探索的
  • 世界のエデュテインメント市場施設規模別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 5,001~10,000平方フィート
  • 10,001~20,000平方フィート
  • 20,001~40,000平方フィート
  • >40,000平方フィート
  • 世界のエデュテインメント市場:エンドユーザー別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 子供たち
  • ティーンエイジャー
  • ヤングアダルト
  • 成人用
  • 世界のエデュテインメント市場、インタラクティブのサブセグメンテーション、タイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • ゲーム
  • シミュレーション
  • バーチャル
  • 現実
  • 体験談
  • 世界のエデュテインメント市場、非インタラクティブのサブセグメンテーション、タイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 教育ビデオ
  • ポッドキャスト
  • 電子書籍
  • 世界のエデュテインメント市場、ハイブリッドのサブセグメンテーション、タイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • ブレンド
  • 学ぶ
  • プラットフォーム
  • 相互の作用
  • Eラーニング
  • モジュール
  • ゲーム化
  • 学ぶ
  • 体験談
  • 世界のエデュテインメント市場、探索的サブセグメンテーション、タイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 発見型学習ツール
  • インタラクティブ展示
  • 没入型環境

第7章 地域別・国別分析

  • 世界のエデュテインメント市場:地域別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 世界のエデュテインメント市場:国別、実績と予測, 2019-2024, 2024-2029F, 2034F

第8章 アジア太平洋市場

第9章 中国市場

第10章 インド市場

第11章 日本市場

第12章 オーストラリア市場

第13章 インドネシア市場

第14章 韓国市場

第15章 西欧市場

第16章 英国市場

第17章 ドイツ市場

第18章 フランス市場

第19章 イタリア市場

第20章 スペイン市場

第21章 東欧市場

第22章 ロシア市場

第23章 北米市場

第24章 米国市場

第25章 カナダ市場

第26章 南米市場

第27章 ブラジル市場

第28章 中東市場

第29章 アフリカ市場

第30章 競合情勢と企業プロファイル

  • エデュテインメント市場:競合情勢
  • エデュテインメント市場:企業プロファイル
    • Kidzania Overview, Products and Services, Strategy and Financial Analysis
    • Legoland Discovery Center Overview, Products and Services, Strategy and Financial Analysis
    • Pororo Parks Overview, Products and Services, Strategy and Financial Analysis
    • CurioCity Overview, Products and Services, Strategy and Financial Analysis
    • Kindercity Overview, Products and Services, Strategy and Financial Analysis

第31章 その他の大手企業と革新的企業

  • 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

第32章 世界の市場競合ベンチマーキングとダッシュボード

第33章 主要な合併と買収

第34章 最近の市場動向

第35章 市場の潜在力が高い国、セグメント、戦略

  • エデュテインメント市場2029:新たな機会を提供する国
  • エデュテインメント市場2029:新たな機会を提供するセグメント
  • エデュテインメント市場2029:成長戦略
    • 市場動向に基づく戦略
    • 競合の戦略

第36章 付録

目次
Product Code: r26392

Edutainment combines education and entertainment, often found in places such as zoos, aquariums, science centers, botanical gardens, and children's museums. These edutainment centers offer educational features along with entertainment or amusement, making them popular choices for field trips.

In the realm of edutainment, products can be categorized into interactive, non-interactive, hybrid, and explorative types. Interactive edutainment involves games or leisure activities where the user's actions have a direct impact on the experience. On the other hand, non-interactive edutainment encompasses activities such as reading books or watching movies for leisure.

The edutainment market research report is one of a series of new reports from The Business Research Company that provides edutainment market statistics, including edutainment industry global market size, regional shares, competitors with a edutainment market share, detailed edutainment market segments, market trends and opportunities, and any further data you may need to thrive in the edutainment industry. This edutainment market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

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.

The growing global adoption of edutainment is anticipated to drive the expansion of the edutainment market during the forecast period. This concept, which merges entertainment with education, provides children with an engaging learning environment. Edutainment greatly enhances the learning experience by introducing intellectually stimulating concepts. Children naturally exhibit curiosity by engaging in activities like playing their favorite characters or exploring their dream destinations, which fosters positive energy and builds their confidence. For example, in September 2023, the United Nations Educational, Scientific, and Cultural Organization (UNESCO), a France-based international organization, reported that for UN member countries to meet their educational objectives, an annual enrollment of 1.4 million children in early childhood education is essential until 2030. Additionally, progress in primary completion rates needs to nearly triple. As a result, the increasing adoption of edutainment worldwide is expected to propel the growth of the edutainment market.

The expanding education sector is poised to be a key driver in propelling the growth of the edutainment market in the foreseeable future. The education sector encompasses the entire system and infrastructure dedicated to providing formal instruction, fostering learning, and individual development. Edutainment, a fusion of education and entertainment, is reshaping the education landscape by introducing engagement, interactivity, and enhanced effectiveness. Edutainment platforms have the flexibility to adapt to individual learning paces and styles, catering to a diverse range of learners. For example, a report from the University of Technology Sydney, published in July 2023, highlighted that secondary education marked the highest level of school completion in the United States in 2022, with 28% of the population achieving this milestone. In the UK, 73.2% of secondary school-age residents attained a GCSE pass rate in 2022. With a total enrollment exceeding 3.95 million students in public and private schools as of 2021, Australia contributes significantly to the growing education sector, thereby fueling the expansion of the edutainment market.

Major companies in the edutainment market are creating virtual reality (VR) solutions, such as virtual guided tours of museums, to improve user engagement and deliver immersive learning experiences. Museum virtual guided tours offer an interactive online platform for users to explore museum exhibits, often featuring virtual guides or pre-recorded content that allows them to learn about artifacts from anywhere. For example, in July 2023, the Leisure and Cultural Services Department (LCSD), a government department in Hong Kong, launched the 'For Youth' page on its Edutainment Channel. This comprehensive online resource grants young people access to job vacancies, internships, and training programs in the arts and culture sectors, along with weekly educational videos from the 101 Academy. Furthermore, the 'vis-a-vis+01' series includes interactive experiences such as virtual museum tours and online sports training, all designed to enhance youth education through entertainment.

Leading companies in the edutainment market are adopting a strategic partnership approach to introduce STEM IoT sensor kits to educational institutions. This collaborative strategy involves leveraging the strengths and resources of major players for mutual benefits and success. For example, in January 2022, RAKwireless Technology Limited, a China-based IoT solution provider, joined forces with One Planet Education Network (OPEN), a Switzerland-based social enterprise. The objective of this partnership is to bridge the IoT education gap by providing OPEN-RAK DIY STEM Lab Sensor Wisblock kits to students globally. The aim is to address the digital divide by offering easily accessible kits, empowering students to learn practical IoT applications and apply them in their local communities for sustainable development initiatives. Early applications include student-created sensors for projects such as sustainable farming, climate change monitoring, and air quality assessments. The overarching goal of the program is to establish a global network for IoT sensor education and data analytics. This network fosters collaborative learning among students worldwide, enabling them to gain hands-on experience in constructing IoT devices, sharing data internationally, and developing skills to positively impact their communities using RAK technology, supported by OPEN's education and research initiatives.

In February 2024, Podium Education, Inc., a US-based edtech company, acquired Untapped, Inc. for an undisclosed amount. This acquisition is intended to strengthen the edutainment market by merging career readiness with experiential learning, ultimately providing students with more engaging and practical educational experiences. Untapped, Inc. specializes in career development and educational technology within the United States.

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

North America was the largest region in the edutainment market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the edutainment market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

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.

The edutainment market includes revenues earned by entities by providing services such as fictional books with educational themes, music and songs, fictional radio. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Edutainment Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on edutainment market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

Reasons to Purchase

  • Gain a truly global perspective with the most comprehensive report available on this market covering 15 geographies.
  • Assess the impact of key macro factors such as conflict, pandemic and recovery, inflation and interest rate environment and the 2nd Trump presidency.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on the latest market shares.
  • Benchmark performance against key competitors.
  • Suitable for supporting your internal and external presentations with reliable high quality data and analysis
  • Report will be updated with the latest data and delivered to you within 2-3 working days of order along with an Excel data sheet for easy data extraction and analysis.
  • All data from the report will also be delivered in an excel dashboard format.

Where is the largest and fastest growing market for edutainment ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The edutainment market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered: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
  • Companies Mentioned: Kidzania; Legoland Discovery Center; Pororo Parks; CurioCity; Kindercity
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Edutainment Market Characteristics

3. Edutainment Market Trends And Strategies

4. Edutainment Market - Macro Economic Scenario Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics And Covid And Recovery On The Market

5. Global Edutainment Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Edutainment PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Edutainment Market Growth Rate Analysis
  • 5.4. Global Edutainment Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Edutainment Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Edutainment Total Addressable Market (TAM)

6. Edutainment Market Segmentation

  • 6.1. Global Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Interactive
  • Non interactive
  • Hybrid
  • Explorative
  • 6.2. Global Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 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.
  • 6.3. Global Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Children
  • Teenagers
  • Young Adult
  • Adult
  • 6.4. Global Edutainment Market, Sub-Segmentation Of Interactive, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Games
  • Simulations
  • Virtual
  • Reality
  • Experiences
  • 6.5. Global Edutainment Market, Sub-Segmentation Of Non-Interactive, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Educational Videos
  • Podcasts
  • E-books
  • 6.6. Global Edutainment Market, Sub-Segmentation Of Hybrid, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Blended
  • Learning
  • Platforms
  • Interactive
  • E-learning
  • Modules
  • Gamified
  • Learning
  • Experiences
  • 6.7. Global Edutainment Market, Sub-Segmentation Of Explorative, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Discovery-Based Learning Tools
  • Interactive Exhibits
  • Immersive Environments

7. Edutainment Market Regional And Country Analysis

  • 7.1. Global Edutainment Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Edutainment Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Edutainment Market

  • 8.1. Asia-Pacific Edutainment Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Edutainment Market

  • 9.1. China Edutainment Market Overview
  • 9.2. China Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Edutainment Market

  • 10.1. India Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Edutainment Market

  • 11.1. Japan Edutainment Market Overview
  • 11.2. Japan Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Edutainment Market

  • 12.1. Australia Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Edutainment Market

  • 13.1. Indonesia Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Edutainment Market

  • 14.1. South Korea Edutainment Market Overview
  • 14.2. South Korea Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Edutainment Market

  • 15.1. Western Europe Edutainment Market Overview
  • 15.2. Western Europe Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Edutainment Market

  • 16.1. UK Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Edutainment Market

  • 17.1. Germany Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Edutainment Market

  • 18.1. France Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Edutainment Market

  • 19.1. Italy Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Edutainment Market

  • 20.1. Spain Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Edutainment Market

  • 21.1. Eastern Europe Edutainment Market Overview
  • 21.2. Eastern Europe Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Edutainment Market

  • 22.1. Russia Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Edutainment Market

  • 23.1. North America Edutainment Market Overview
  • 23.2. North America Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Edutainment Market

  • 24.1. USA Edutainment Market Overview
  • 24.2. USA Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Edutainment Market

  • 25.1. Canada Edutainment Market Overview
  • 25.2. Canada Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Edutainment Market

  • 26.1. South America Edutainment Market Overview
  • 26.2. South America Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Edutainment Market

  • 27.1. Brazil Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Edutainment Market

  • 28.1. Middle East Edutainment Market Overview
  • 28.2. Middle East Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Edutainment Market

  • 29.1. Africa Edutainment Market Overview
  • 29.2. Africa Edutainment Market, Segmentation By Product Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Edutainment Market, Segmentation By Facility Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Edutainment Market, Segmentation By End User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Edutainment Market Competitive Landscape And Company Profiles

  • 30.1. Edutainment Market Competitive Landscape
  • 30.2. Edutainment Market Company Profiles
    • 30.2.1. Kidzania Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Legoland Discovery Center Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Pororo Parks Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. CurioCity Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Kindercity Overview, Products and Services, Strategy and Financial Analysis

31. Edutainment Market Other Major And Innovative Companies

  • 31.1. Mattel Play! Town
  • 31.2. Totter's Otterville
  • 31.3. Kidz Holding S.A.L
  • 31.4. Little Explorers
  • 31.5. ConveGenius
  • 31.6. Edsys
  • 31.7. IdeaCrate Edutainment Company
  • 31.8. DreamUs Edutainment
  • 31.9. Smartivity Labs
  • 31.10. Yottoy Productions
  • 31.11. Toontastic
  • 31.12. Crayola Experience
  • 31.13. Discovery Kids
  • 31.14. JumpStart Games
  • 31.15. National Geographic Kids

32. Global Edutainment Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Edutainment Market

34. Recent Developments In The Edutainment Market

35. Edutainment Market High Potential Countries, Segments and Strategies

  • 35.1 Edutainment Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Edutainment Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Edutainment Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer