September 24, 2023

Global Edutainment Market Set for Significant Expansion with Growing Adoption of Advanced Technologies | 2030

The global Edutainment market, valued at USD 2,739.4 million in 2021, is poised for substantial growth with a projected CAGR of 8.7%. The integration of advanced technologies, such as engaging digital interfaces and 3D animation, is driving the development of innovative gaming technology to enhance user experiences and propel the global edutainment center market. Technological advancements, including virtual reality, are expected to contribute to the sector’s growth, particularly in the education segment.

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Market Dynamics

Advanced Technologies Fueling Growth

The global Edutainment market is experiencing growth due to the increasing adoption of advanced technologies, including digital surfaces and 3D animation. These technologies are harnessed to create engaging gaming experiences that improve user engagement. The availability of virtual reality technology and enhanced educational versions is driving the expansion of the edutainment market. The market is benefiting from the rising popularity of virtual and augmented reality headsets, which reached 11 million shipments in 2021 and are projected to reach 43.5 million by 2025.

Growing Demand from Parents and Guardians

Edutainment centers are gaining popularity among parents and guardians seeking engaging and educational entertainment options for children. These centers are also becoming known for promoting physical activity among children and toddlers, fostering a safe environment for them to learn and play. The trend towards edutainment centers is driven by parents’ positive perception of the educational methods employed in these facilities, enhancing the market’s growth.

Mergers, Collaborations, and Technological Developments

The edutainment market is witnessing growth through mergers, collaborations, and the integration of advanced technologies like artificial intelligence, mixed reality, and the Internet of Things. In a recent example, Sandbox & Co, a London-based digital learning provider, acquired PlayKids, a prominent digital education platform in Brazil. This strategic move aims to strengthen the market position in the Latin American region.

Edutainment Market: COVID-19 Impact

Digital Learning on the Rise

The COVID-19 pandemic has significantly impacted various industries, including education. With disruptions in supply chains and traditional education methods, digital learning techniques gained prominence. The increased time children spent at home led to a growing need for interactive and engaging educational solutions. While interest in edutainment surged, the production of advanced equipment required for these systems faced challenges due to the pandemic-induced decrease in manufacturing processes.

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Market Drivers

Technology Drives Educational Innovation

Technology has revolutionized education, propelling it to new levels of innovation and engagement. The expanding use of internet services and technological advancements in education has attracted substantial investment. Educational institutions are collaborating with technology companies to integrate cutting-edge technologies like augmented reality and virtual reality into learning, enhancing engagement-based education. The acquisition of Whodat by Byju’s in the AR space exemplifies this trend.

Untapped Population Fuels Market Growth

The growing global population presents a significant market opportunity for edutainment centers. While these centers are prevalent in tier I and II cities, the untapped population in rural areas lacks access to educational and entertainment options. The shift towards urbanization and rising disposable incomes in these areas are expected to drive edutainment center adoption. Expanding offerings to tier II and III cities could further propel market growth.

Market Restraints

Lack of Training and Device Dependence

The adoption of new technologies in education faces challenges related to training and device dependence. Some teachers may struggle to implement new technologies due to a lack of skills and training. The effectiveness of augmented reality in classrooms also relies on the availability of suitable devices, which may not be accessible to all students. Ensuring consistency across different devices and platforms presents a significant challenge.

Market Segments

Teenagers and Interactive Gaming Dominate

The Teenager (13-18) market segment holds the leading position, driven by game-based learning initiatives. Gamification programs are favored by educators to enhance math learning through immersive experiences. Additionally, interactive gaming is gaining popularity, fostering a positive attitude towards learning among young children. Companies like Matific and Teevra Edutech Pvt Ltd are contributing to this trend.

Edutainment Market: Regional Landscape

Asia Pacific Leads with Growing EdTech Investments

Asia Pacific is expected to experience rapid growth in the edutainment market due to its smart device users and a large pre-adult population. Investments in educational technologies, along with the introduction of cloud computing, are driving market expansion in the region. North America is also anticipated to grow significantly, with the US government increasing its support for edutainment centers, especially during the pandemic.

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Global Edutainment Market: Competitive Landscape

Innovative Offerings and Collaborations Drive Market Players

Players in the Edutainment market are focusing on innovation and collaborations to enhance their offerings. LEGOLAND Discovery Centre, Kidzania, and Kahoot! are some of the prominent names in the industry. Companies are leveraging technologies like augmented reality and AI to provide engaging educational experiences to users.

Global Industry Analysis, Size, Share, Growth, Trends, and Forecast 2023-2030 – By Product, Technology, Grade, Application, End-user, Region: (North America, Europe, Asia Pacific, Latin America and Middle East and Africa) https://www.fairfieldmarketresearch.com/report/edutainment-market

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This press release first seen on Brilad