
Global Edutainment Market Research Report, Competitive, Technology and Forecast Analysis 2025-2032
Description
Market Overview
According to DIResearch's in-depth investigation and research, the global Edutainment market size will reach 27,986 Million USD in 2025 and is projected to reach 95,916 Million USD by 2032, with a CAGR of 19.24% (2025-2032). Notably, the China Edutainment market has changed rapidly in the past few years. By 2025, China's market size is expected to be Million USD, representing approximately % of the global market share.
Research Summary
Edutainment is a portmanteau of "education" and "entertainment" and refers to content, media, or activities that combine educational elements with entertainment value. It is a strategy that seeks to engage and educate audiences in an enjoyable and captivating manner, often using creative and interactive approaches. Edutainment can take various forms, including television programs, video games, mobile apps, museum exhibits, and live performances, and it is widely used in teaching and learning contexts to make educational content more engaging and memorable. By seamlessly blending education and entertainment, edutainment aims to capture and maintain the audience's interest while imparting knowledge, fostering critical thinking, and enhancing the learning experience.
The major global suppliers of Edutainment include Pororo Parks, Kidzania, Plabo, Legoland Discovery Center, CurioCity, Kindercity, Totter's Otterville, Mattel Play Town, Kidz Holding S.A.L, Little Explorers, etc. The global players competition landscape in this report is divided into three tiers. The first tier comprises global leading enterprises that command a substantial market share, hold a dominant industry position, possess strong competitiveness and influence, and generate significant revenue. The second tier includes companies with a notable market presence and reputation; these firms actively follow industry leaders in product, service, or technological innovation and maintain a moderate revenue scale. The third tier consists of smaller companies with limited market share and lower brand recognition, primarily focused on local markets and generating comparatively lower revenue.
This report studies the market size, price trends and future development prospects of Edutainment. Focus on analysing the market share, product portfolio, prices, sales, revenue and gross profit margin of global major suppliers, as well as the market status and trends of different product types and applications in the global Edutainment market. The report data covers historical data from 2020 to 2024, based year in 2025 and forecast data from 2026 to 2032.
The regions and countries in the report include US, Germany, Japan, China, France, UK, South Korea, Canada, Italy, Russia, Mexico, Brazil, India, Vietnam, Thailand, South Africa and other regions, covering the Edutainment market conditions and future development trends of key regions and countries, combined with industry-related policies and the latest technological developments, analyze the development characteristics of Edutainment industries in various regions and countries, help companies understand the development characteristics of each region, help companies formulate business strategies, and achieve the ultimate goal of the company's global development strategy.
The data sources of this report mainly include the National Bureau of Statistics, customs databases, industry associations, corporate financial reports, third-party databases, etc. Among them, macroeconomic data mainly comes from the National Bureau of Statistics, International Economic Research Organization; industry statistical data mainly come from industry associations; company data mainly comes from interviews, public information collection, third-party reliable databases, and price data mainly comes from various markets monitoring database.
Global Key Suppliers of Edutainment Include:
Pororo Parks
Kidzania
Plabo
Legoland Discovery Center
CurioCity
Kindercity
Totter's Otterville
Mattel Play Town
Kidz Holding S.A.L
Little Explorers
Edutainment Product Segment Include:
Interactive
Non-interactive
Hybrid Combination
Explorative Games
Outdoor and Sports Toys
Others
Edutainment Product Application Include:
Children (0-12 years)
Teenager (13-18 years)
Young adult (19-25 years)
Adult (25+ years)
Chapter Scope
Chapter 1: Product Research Range, Product Types and Applications, Market Overview, Market Situation and Trend
Chapter 2: Global Edutainment Industry PESTEL Analysis
Chapter 3: Global Edutainment Industry Porter's Five Forces Analysis
Chapter 4: Global Edutainment Major Regional Market Size (Revenue) and Forecast Analysis
Chapter 5: Global Edutainment Competitive Analysis of Key Suppliers (Revenue, Market Share, Regional Distribution and Industry Concentration)
Chapter 6: Global Edutainment Revenue and Forecast Analysis by Product Type
Chapter 7: Key Company Profiles (Product Portfolio, Revenue and Gross Margin)
Chapter 8: Industrial Chain Analysis, Edutainment Different Application Market Analysis (Revenue and Forecast) and Sales Channel Analysis
Chapter 9: Research Findings and Conclusion
Chapter 10: Methodology and Data Sources
According to DIResearch's in-depth investigation and research, the global Edutainment market size will reach 27,986 Million USD in 2025 and is projected to reach 95,916 Million USD by 2032, with a CAGR of 19.24% (2025-2032). Notably, the China Edutainment market has changed rapidly in the past few years. By 2025, China's market size is expected to be Million USD, representing approximately % of the global market share.
Research Summary
Edutainment is a portmanteau of "education" and "entertainment" and refers to content, media, or activities that combine educational elements with entertainment value. It is a strategy that seeks to engage and educate audiences in an enjoyable and captivating manner, often using creative and interactive approaches. Edutainment can take various forms, including television programs, video games, mobile apps, museum exhibits, and live performances, and it is widely used in teaching and learning contexts to make educational content more engaging and memorable. By seamlessly blending education and entertainment, edutainment aims to capture and maintain the audience's interest while imparting knowledge, fostering critical thinking, and enhancing the learning experience.
The major global suppliers of Edutainment include Pororo Parks, Kidzania, Plabo, Legoland Discovery Center, CurioCity, Kindercity, Totter's Otterville, Mattel Play Town, Kidz Holding S.A.L, Little Explorers, etc. The global players competition landscape in this report is divided into three tiers. The first tier comprises global leading enterprises that command a substantial market share, hold a dominant industry position, possess strong competitiveness and influence, and generate significant revenue. The second tier includes companies with a notable market presence and reputation; these firms actively follow industry leaders in product, service, or technological innovation and maintain a moderate revenue scale. The third tier consists of smaller companies with limited market share and lower brand recognition, primarily focused on local markets and generating comparatively lower revenue.
This report studies the market size, price trends and future development prospects of Edutainment. Focus on analysing the market share, product portfolio, prices, sales, revenue and gross profit margin of global major suppliers, as well as the market status and trends of different product types and applications in the global Edutainment market. The report data covers historical data from 2020 to 2024, based year in 2025 and forecast data from 2026 to 2032.
The regions and countries in the report include US, Germany, Japan, China, France, UK, South Korea, Canada, Italy, Russia, Mexico, Brazil, India, Vietnam, Thailand, South Africa and other regions, covering the Edutainment market conditions and future development trends of key regions and countries, combined with industry-related policies and the latest technological developments, analyze the development characteristics of Edutainment industries in various regions and countries, help companies understand the development characteristics of each region, help companies formulate business strategies, and achieve the ultimate goal of the company's global development strategy.
The data sources of this report mainly include the National Bureau of Statistics, customs databases, industry associations, corporate financial reports, third-party databases, etc. Among them, macroeconomic data mainly comes from the National Bureau of Statistics, International Economic Research Organization; industry statistical data mainly come from industry associations; company data mainly comes from interviews, public information collection, third-party reliable databases, and price data mainly comes from various markets monitoring database.
Global Key Suppliers of Edutainment Include:
Pororo Parks
Kidzania
Plabo
Legoland Discovery Center
CurioCity
Kindercity
Totter's Otterville
Mattel Play Town
Kidz Holding S.A.L
Little Explorers
Edutainment Product Segment Include:
Interactive
Non-interactive
Hybrid Combination
Explorative Games
Outdoor and Sports Toys
Others
Edutainment Product Application Include:
Children (0-12 years)
Teenager (13-18 years)
Young adult (19-25 years)
Adult (25+ years)
Chapter Scope
Chapter 1: Product Research Range, Product Types and Applications, Market Overview, Market Situation and Trend
Chapter 2: Global Edutainment Industry PESTEL Analysis
Chapter 3: Global Edutainment Industry Porter's Five Forces Analysis
Chapter 4: Global Edutainment Major Regional Market Size (Revenue) and Forecast Analysis
Chapter 5: Global Edutainment Competitive Analysis of Key Suppliers (Revenue, Market Share, Regional Distribution and Industry Concentration)
Chapter 6: Global Edutainment Revenue and Forecast Analysis by Product Type
Chapter 7: Key Company Profiles (Product Portfolio, Revenue and Gross Margin)
Chapter 8: Industrial Chain Analysis, Edutainment Different Application Market Analysis (Revenue and Forecast) and Sales Channel Analysis
Chapter 9: Research Findings and Conclusion
Chapter 10: Methodology and Data Sources
Table of Contents
165 Pages
- 1 Edutainment Market Overview
- 1.1 Product Definition and Statistical Scope
- 1.2 Edutainment Product by Type
- 1.2.1 Interactive
- 1.2.2 Non-interactive
- 1.2.3 Hybrid Combination
- 1.2.4 Explorative Games
- 1.2.5 Outdoor and Sports Toys
- 1.2.6 Others
- 1.3 Edutainment Product by Application
- 1.3.1 Children (0-12 years)
- 1.3.2 Teenager (13-18 years)
- 1.3.3 Young adult (19-25 years)
- 1.3.4 Adult (25+ years)
- 1.4 Global Edutainment Market Size Analysis (2020-2032)
- 1.5 Edutainment Market Development Status and Trends
- 1.5.1 Edutainment Industry Development Status Analysis
- 1.5.2 Edutainment Industry Development Trends Analysis
- 2 Edutainment Market PESTEL Analysis
- 2.1 Political Factors Analysis
- 2.2 Economic Factors Analysis
- 2.3 Social Factors Analysis
- 2.4 Technological Factors Analysis
- 2.5 Environmental Factors Analysis
- 2.6 Legal Factors Analysis
- 3 Edutainment Market Porter's Five Forces Analysis
- 3.1 Competitive Rivalry
- 3.2 Threat of New Entrants
- 3.3 Bargaining Power of Suppliers
- 3.4 Bargaining Power of Buyers
- 3.5 Threat of Substitutes
- 4 Global Edutainment Market Analysis by Country
- 4.1 Global Edutainment Market Size Analysis by Country: 2024 VS 2025 VS 2032
- 4.1.1 Global Edutainment Revenue Analysis by Country (2020-2025)
- 4.1.2 Global Edutainment Revenue Forecast Analysis by Country (2026-2032)
- 4.2 United States Edutainment Market Revenue and Growth Rate (2020-2032)
- 4.3 Germany Edutainment Market Revenue and Growth Rate (2020-2032)
- 4.4 Japan Edutainment Market Revenue and Growth Rate (2020-2032)
- 4.5 China Edutainment Market Revenue and Growth Rate (2020-2032)
- 4.6 France Edutainment Market Revenue and Growth Rate (2020-2032)
- 4.7 U.K. Edutainment Market Revenue and Growth Rate (2020-2032)
- 4.8 South Korea Edutainment Market Revenue and Growth Rate (2020-2032)
- 4.9 Canada Edutainment Market Revenue and Growth Rate (2020-2032)
- 4.10 Italy Edutainment Market Revenue and Growth Rate (2020-2032)
- 4.11 Russia Edutainment Market Revenue and Growth Rate (2020-2032)
- 4.12 Mexico Edutainment Market Revenue and Growth Rate (2020-2032)
- 4.13 Brazil Edutainment Market Revenue and Growth Rate (2020-2032)
- 4.14 India Edutainment Market Revenue and Growth Rate (2020-2032)
- 4.15 Vietnam Edutainment Market Revenue and Growth Rate (2020-2032)
- 4.16 Thailand Edutainment Market Revenue and Growth Rate (2020-2032)
- 4.17 South Africa Edutainment Market Revenue and Growth Rate (2020-2032)
- 5 Competition by Suppliers
- 5.1 Global Edutainment Market Revenue by Key Suppliers (2021-2025)
- 5.2 Edutainment Competitive Landscape Analysis and Market Dynamic
- 5.2.1 Edutainment Competitive Landscape Analysis
- 5.2.2 Global Key Suppliers Headquarter and Key Area Sales
- 5.2.3 Market Dynamic
- 6 Edutainment Market Analysis by Type
- 6.1 Global Edutainment Market Size Analysis by Type: 2024 VS 2025 VS 2032
- 6.2 Global Edutainment Revenue and Forecast Analysis by Type (2020-2032)
- 7 Key Companies Analysis
- 7.1 Pororo Parks
- 7.1.1 Pororo Parks Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.1.2 Pororo Parks Edutainment Product Portfolio
- 7.1.3 Pororo Parks Edutainment Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 7.2 Kidzania
- 7.2.1 Kidzania Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.2.2 Kidzania Edutainment Product Portfolio
- 7.2.3 Kidzania Edutainment Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 7.3 Plabo
- 7.3.1 Plabo Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.3.2 Plabo Edutainment Product Portfolio
- 7.3.3 Plabo Edutainment Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 7.4 Legoland Discovery Center
- 7.4.1 Legoland Discovery Center Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.4.2 Legoland Discovery Center Edutainment Product Portfolio
- 7.4.3 Legoland Discovery Center Edutainment Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 7.5 CurioCity
- 7.5.1 CurioCity Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.5.2 CurioCity Edutainment Product Portfolio
- 7.5.3 CurioCity Edutainment Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 7.6 Kindercity
- 7.6.1 Kindercity Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.6.2 Kindercity Edutainment Product Portfolio
- 7.6.3 Kindercity Edutainment Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 7.7 Totter's Otterville
- 7.7.1 Totter's Otterville Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.7.2 Totter's Otterville Edutainment Product Portfolio
- 7.7.3 Totter's Otterville Edutainment Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 7.8 Mattel Play Town
- 7.8.1 Mattel Play Town Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.8.2 Mattel Play Town Edutainment Product Portfolio
- 7.8.3 Mattel Play Town Edutainment Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 7.9 Kidz Holding S.A.L
- 7.9.1 Kidz Holding S.A.L Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.9.2 Kidz Holding S.A.L Edutainment Product Portfolio
- 7.9.3 Kidz Holding S.A.L Edutainment Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 7.10 Little Explorers
- 7.10.1 Little Explorers Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.10.2 Little Explorers Edutainment Product Portfolio
- 7.10.3 Little Explorers Edutainment Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 8 Industry Chain Analysis
- 8.1 Edutainment Industry Chain Analysis
- 8.2 Edutainment Product Downstream Application Analysis
- 8.2.1 Global Edutainment Market Size and Growth Rate (CAGR) by Application: 2024 VS 2025 VS 2032
- 8.2.2 Global Edutainment Revenue and Forecast by Application (2020-2032)
- 8.3 Edutainment Typical Downstream Customers
- 8.4 Edutainment Sales Channel Analysis
- 9 Research Findings and Conclusion
- 10 Methodology and Data Source
- 10.1 Methodology/Research Approach
- 10.2 Research Scope
- 10.3 Benchmarks and Assumptions
- 10.4 Date Source
- 10.4.1 Primary Sources
- 10.4.2 Secondary Sources
- 10.5 Data Cross Validation
- 10.6 Disclaimer
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