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PUBLISHER: 360iResearch | PRODUCT CODE: 1614102

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PUBLISHER: 360iResearch | PRODUCT CODE: 1614102

Edutainment Market by Content Type (Academic Subjects, Creativity & Arts, Health & Fitness), Platform (Books & eBooks, Games & Interactive Systems, Mobile Apps), End-User - Global Forecast 2025-2030

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The Edutainment Market was valued at USD 4.28 billion in 2023, expected to reach USD 4.94 billion in 2024, and is projected to grow at a CAGR of 15.87%, to USD 12.01 billion by 2030.

The edutainment market, an amalgamation of education and entertainment, encompasses a wide scope that includes digital platforms, media, games, and activities designed to educate and entertain simultaneously. This market is critical due to the growing demand for engaging learning experiences that appeal to various demographics, from children to adults. Applications range from interactive museum exhibits to educational mobile applications, fostering both cognitive development in children and continuous learning opportunities for adults. The end-use scope is broad, encompassing educational institutions, gaming companies, content creators, parents, and students. Key growth factors include technological advancements such as augmented and virtual reality, increasing internet penetration, and evolving learning preferences during and post-pandemic. Latest opportunities arise from developing innovative content that leverages these technologies to create immersive educational experiences. Personalization and adaptive learning in edutainment offer significant potential, catering to individual learning paces and styles. However, challenges exist, including high competition, content quality control, and maintaining educational value amidst entertainment. Market growth can be hindered by digital divide issues, particularly in developing regions. Innovations can focus on AI-driven personalized learning platforms and cross-collaboration between educators, technologists, and creatives to design compelling educational content. Sustainable business models can be built by targeting niche markets such as professional training and specialized skills education. As digital transformation continues, the market is expected to become increasingly dynamic, with cloud-based solutions and enhanced connectivity fostering global expansion. For businesses looking to capitalize on this market, investing in research on learner engagement strategies and forming strategic partnerships with educational bodies and tech firms is recommended. Remaining adaptable to tech trends and consumer feedback will be crucial in navigating the complexities and seizing the growth potential inherent in the edutainment sector.

KEY MARKET STATISTICS
Base Year [2023] USD 4.28 billion
Estimated Year [2024] USD 4.94 billion
Forecast Year [2030] USD 12.01 billion
CAGR (%) 15.87%

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving Edutainment Market

The Edutainment Market is undergoing transformative changes driven by a dynamic interplay of supply and demand factors. Understanding these evolving market dynamics prepares business organizations to make informed investment decisions, refine strategic decisions, and seize new opportunities. By gaining a comprehensive view of these trends, business organizations can mitigate various risks across political, geographic, technical, social, and economic domains while also gaining a clearer understanding of consumer behavior and its impact on manufacturing costs and purchasing trends.

  • Market Drivers
    • Rising demand for quality education with a modern and interactive approach
    • Improved availability of digital infrastructure for learning
    • Growing usage of edutainment in the commercial sector for training & skill development
  • Market Restraints
    • Limited availability of IT infrastructure and lack of understanding among trainers in implementing edutainment
  • Market Opportunities
    • Growing integration of AR, VR, and AI in edutainment solutions
    • Adoption of edutainment for learning new languages
  • Market Challenges
    • Potential barriers to creating suitable game designs that meet the learning objectives and curriculum

Porter's Five Forces: A Strategic Tool for Navigating the Edutainment Market

Porter's five forces framework is a critical tool for understanding the competitive landscape of the Edutainment Market. It offers business organizations with a clear methodology for evaluating their competitive positioning and exploring strategic opportunities. This framework helps businesses assess the power dynamics within the market and determine the profitability of new ventures. With these insights, business organizations can leverage their strengths, address weaknesses, and avoid potential challenges, ensuring a more resilient market positioning.

PESTLE Analysis: Navigating External Influences in the Edutainment Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the Edutainment Market. Political, Economic, Social, Technological, Legal, and Environmental factors analysis provides the necessary information to navigate these influences. By examining PESTLE factors, businesses can better understand potential risks and opportunities. This analysis enables business organizations to anticipate changes in regulations, consumer preferences, and economic trends, ensuring they are prepared to make proactive, forward-thinking decisions.

Market Share Analysis: Understanding the Competitive Landscape in the Edutainment Market

A detailed market share analysis in the Edutainment Market provides a comprehensive assessment of vendors' performance. Companies can identify their competitive positioning by comparing key metrics, including revenue, customer base, and growth rates. This analysis highlights market concentration, fragmentation, and trends in consolidation, offering vendors the insights required to make strategic decisions that enhance their position in an increasingly competitive landscape.

FPNV Positioning Matrix: Evaluating Vendors' Performance in the Edutainment Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the Edutainment Market. This matrix enables business organizations to make well-informed decisions that align with their goals by assessing vendors based on their business strategy and product satisfaction. The four quadrants provide a clear and precise segmentation of vendors, helping users identify the right partners and solutions that best fit their strategic objectives.

Strategy Analysis & Recommendation: Charting a Path to Success in the Edutainment Market

A strategic analysis of the Edutainment Market is essential for businesses looking to strengthen their global market presence. By reviewing key resources, capabilities, and performance indicators, business organizations can identify growth opportunities and work toward improvement. This approach helps businesses navigate challenges in the competitive landscape and ensures they are well-positioned to capitalize on newer opportunities and drive long-term success.

Key Company Profiles

The report delves into recent significant developments in the Edutainment Market, highlighting leading vendors and their innovative profiles. These include Animated Technologies Ltd., Archy Learning, Batia Infotech, Blooket LLC, Breakout Inc., Bright Horizons Family Solutions Inc., Centrical, Classcraft Studios Inc., Cognitive ToyBox, Inc., Discovery Kids by Discovery Communications, LLC, Duolingo, Inc., Hornbill FX Private Limited, Hurix Systems Pvt. Ltd., Kahoot! ASA, KidZania Operations, S.a.r.l., Kuato Studios, Layup by Creative eLearning Pvt. Ltd., Legoland Discovery Centre, Lumos Labs, Inc., Microsoft Corporation, National Geographic Partners, LLC, Prodigy Education Inc., Quizlet, Inc., QuoDeck Technologies PLC, Schell Games, Smart Lumies, Inc., and Udemy, Inc..

Market Segmentation & Coverage

This research report categorizes the Edutainment Market to forecast the revenues and analyze trends in each of the following sub-markets:

  • Based on Content Type, market is studied across Academic Subjects, Creativity & Arts, Health & Fitness, and Life Skills.
  • Based on Platform, market is studied across Books & eBooks, Games & Interactive Systems, Mobile Apps, Online Platforms & Websites, and Television & Films.
  • Based on End-User, market is studied across Adults, Children, Teenagers, and Toddlers & Preschoolers.
  • Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

The report offers a comprehensive analysis of the market, covering key focus areas:

1. Market Penetration: A detailed review of the current market environment, including extensive data from top industry players, evaluating their market reach and overall influence.

2. Market Development: Identifies growth opportunities in emerging markets and assesses expansion potential in established sectors, providing a strategic roadmap for future growth.

3. Market Diversification: Analyzes recent product launches, untapped geographic regions, major industry advancements, and strategic investments reshaping the market.

4. Competitive Assessment & Intelligence: Provides a thorough analysis of the competitive landscape, examining market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, and technological advancements of key players.

5. Product Development & Innovation: Highlights cutting-edge technologies, R&D activities, and product innovations expected to drive future market growth.

The report also answers critical questions to aid stakeholders in making informed decisions:

1. What is the current market size, and what is the forecasted growth?

2. Which products, segments, and regions offer the best investment opportunities?

3. What are the key technology trends and regulatory influences shaping the market?

4. How do leading vendors rank in terms of market share and competitive positioning?

5. What revenue sources and strategic opportunities drive vendors' market entry or exit strategies?

Product Code: MRR-4A6A214484D7

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Rising demand for quality education with a modern and interactive approach
      • 5.1.1.2. Improved availability of digital infrastructure for learning
      • 5.1.1.3. Growing usage of edutainment in the commercial sector for training & skill development
    • 5.1.2. Restraints
      • 5.1.2.1. Limited availability of IT infrastructure and lack of understanding among trainers in implementing edutainment
    • 5.1.3. Opportunities
      • 5.1.3.1. Growing integration of AR, VR, and AI in edutainment solutions
      • 5.1.3.2. Adoption of edutainment for learning new languages
    • 5.1.4. Challenges
      • 5.1.4.1. Potential barriers to creating suitable game designs that meet the learning objectives and curriculum
  • 5.2. Market Segmentation Analysis
    • 5.2.1. Content Type: Growing popularity of edutainment content that cater to a wide range of age groups and interests
    • 5.2.2. End-User: High adoption of edutainment among adults to provide flexible learning opportunities
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental

6. Edutainment Market, by Content Type

  • 6.1. Introduction
  • 6.2. Academic Subjects
  • 6.3. Creativity & Arts
  • 6.4. Health & Fitness
  • 6.5. Life Skills

7. Edutainment Market, by Platform

  • 7.1. Introduction
  • 7.2. Books & eBooks
  • 7.3. Games & Interactive Systems
  • 7.4. Mobile Apps
  • 7.5. Online Platforms & Websites
  • 7.6. Television & Films

8. Edutainment Market, by End-User

  • 8.1. Introduction
  • 8.2. Adults
  • 8.3. Children
  • 8.4. Teenagers
  • 8.5. Toddlers & Preschoolers

9. Americas Edutainment Market

  • 9.1. Introduction
  • 9.2. Argentina
  • 9.3. Brazil
  • 9.4. Canada
  • 9.5. Mexico
  • 9.6. United States

10. Asia-Pacific Edutainment Market

  • 10.1. Introduction
  • 10.2. Australia
  • 10.3. China
  • 10.4. India
  • 10.5. Indonesia
  • 10.6. Japan
  • 10.7. Malaysia
  • 10.8. Philippines
  • 10.9. Singapore
  • 10.10. South Korea
  • 10.11. Taiwan
  • 10.12. Thailand
  • 10.13. Vietnam

11. Europe, Middle East & Africa Edutainment Market

  • 11.1. Introduction
  • 11.2. Denmark
  • 11.3. Egypt
  • 11.4. Finland
  • 11.5. France
  • 11.6. Germany
  • 11.7. Israel
  • 11.8. Italy
  • 11.9. Netherlands
  • 11.10. Nigeria
  • 11.11. Norway
  • 11.12. Poland
  • 11.13. Qatar
  • 11.14. Russia
  • 11.15. Saudi Arabia
  • 11.16. South Africa
  • 11.17. Spain
  • 11.18. Sweden
  • 11.19. Switzerland
  • 11.20. Turkey
  • 11.21. United Arab Emirates
  • 11.22. United Kingdom

12. Competitive Landscape

  • 12.1. Market Share Analysis, 2023
  • 12.2. FPNV Positioning Matrix, 2023
  • 12.3. Competitive Scenario Analysis
    • 12.3.1. Ascend is Revolutionizing Personalized Learning and Skill Development through AI
    • 12.3.2. Imarticus Learning's Strategic Acquisition of HeroMindmine for Enhanced Game-Based Learning
    • 12.3.3. MentorShow Acquired a Significant Funding to Revolutionizing Digital Learning for Training and Skills Development
  • 12.4. Strategy Analysis & Recommendation

Companies Mentioned

  • 1. Animated Technologies Ltd.
  • 2. Archy Learning
  • 3. Batia Infotech
  • 4. Blooket LLC
  • 5. Breakout Inc.
  • 6. Bright Horizons Family Solutions Inc.
  • 7. Centrical
  • 8. Classcraft Studios Inc.
  • 9. Cognitive ToyBox, Inc.
  • 10. Discovery Kids by Discovery Communications, LLC
  • 11. Duolingo, Inc.
  • 12. Hornbill FX Private Limited
  • 13. Hurix Systems Pvt. Ltd.
  • 14. Kahoot! ASA
  • 15. KidZania Operations, S.a.r.l.
  • 16. Kuato Studios
  • 17. Layup by Creative eLearning Pvt. Ltd.
  • 18. Legoland Discovery Centre
  • 19. Lumos Labs, Inc.
  • 20. Microsoft Corporation
  • 21. National Geographic Partners, LLC
  • 22. Prodigy Education Inc.
  • 23. Quizlet, Inc.
  • 24. QuoDeck Technologies PLC
  • 25. Schell Games
  • 26. Smart Lumies, Inc.
  • 27. Udemy, Inc.
Product Code: MRR-4A6A214484D7

LIST OF FIGURES

  • FIGURE 1. EDUTAINMENT MARKET RESEARCH PROCESS
  • FIGURE 2. EDUTAINMENT MARKET SIZE, 2023 VS 2030
  • FIGURE 3. GLOBAL EDUTAINMENT MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 4. GLOBAL EDUTAINMENT MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 5. GLOBAL EDUTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 6. GLOBAL EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2023 VS 2030 (%)
  • FIGURE 7. GLOBAL EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 8. GLOBAL EDUTAINMENT MARKET SIZE, BY PLATFORM, 2023 VS 2030 (%)
  • FIGURE 9. GLOBAL EDUTAINMENT MARKET SIZE, BY PLATFORM, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 10. GLOBAL EDUTAINMENT MARKET SIZE, BY END-USER, 2023 VS 2030 (%)
  • FIGURE 11. GLOBAL EDUTAINMENT MARKET SIZE, BY END-USER, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 12. AMERICAS EDUTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 13. AMERICAS EDUTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 14. UNITED STATES EDUTAINMENT MARKET SIZE, BY STATE, 2023 VS 2030 (%)
  • FIGURE 15. UNITED STATES EDUTAINMENT MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 16. ASIA-PACIFIC EDUTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 17. ASIA-PACIFIC EDUTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 18. EUROPE, MIDDLE EAST & AFRICA EDUTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 19. EUROPE, MIDDLE EAST & AFRICA EDUTAINMENT MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 20. EDUTAINMENT MARKET SHARE, BY KEY PLAYER, 2023
  • FIGURE 21. EDUTAINMENT MARKET, FPNV POSITIONING MATRIX, 2023

LIST OF TABLES

  • TABLE 1. EDUTAINMENT MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
  • TABLE 3. GLOBAL EDUTAINMENT MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. GLOBAL EDUTAINMENT MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 5. GLOBAL EDUTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 6. EDUTAINMENT MARKET DYNAMICS
  • TABLE 7. GLOBAL EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 8. GLOBAL EDUTAINMENT MARKET SIZE, BY ACADEMIC SUBJECTS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. GLOBAL EDUTAINMENT MARKET SIZE, BY CREATIVITY & ARTS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. GLOBAL EDUTAINMENT MARKET SIZE, BY HEALTH & FITNESS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 11. GLOBAL EDUTAINMENT MARKET SIZE, BY LIFE SKILLS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 12. GLOBAL EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 13. GLOBAL EDUTAINMENT MARKET SIZE, BY BOOKS & EBOOKS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 14. GLOBAL EDUTAINMENT MARKET SIZE, BY GAMES & INTERACTIVE SYSTEMS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 15. GLOBAL EDUTAINMENT MARKET SIZE, BY MOBILE APPS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 16. GLOBAL EDUTAINMENT MARKET SIZE, BY ONLINE PLATFORMS & WEBSITES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 17. GLOBAL EDUTAINMENT MARKET SIZE, BY TELEVISION & FILMS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 18. GLOBAL EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 19. GLOBAL EDUTAINMENT MARKET SIZE, BY ADULTS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 20. GLOBAL EDUTAINMENT MARKET SIZE, BY CHILDREN, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 21. GLOBAL EDUTAINMENT MARKET SIZE, BY TEENAGERS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 22. GLOBAL EDUTAINMENT MARKET SIZE, BY TODDLERS & PRESCHOOLERS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 23. AMERICAS EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 24. AMERICAS EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 25. AMERICAS EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 26. AMERICAS EDUTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 27. ARGENTINA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 28. ARGENTINA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 29. ARGENTINA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 30. BRAZIL EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 31. BRAZIL EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 32. BRAZIL EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 33. CANADA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 34. CANADA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 35. CANADA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 36. MEXICO EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 37. MEXICO EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 38. MEXICO EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 39. UNITED STATES EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 40. UNITED STATES EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 41. UNITED STATES EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 42. UNITED STATES EDUTAINMENT MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 43. ASIA-PACIFIC EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 44. ASIA-PACIFIC EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 45. ASIA-PACIFIC EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 46. ASIA-PACIFIC EDUTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 47. AUSTRALIA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 48. AUSTRALIA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 49. AUSTRALIA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 50. CHINA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 51. CHINA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 52. CHINA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 53. INDIA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 54. INDIA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 55. INDIA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 56. INDONESIA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 57. INDONESIA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 58. INDONESIA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 59. JAPAN EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 60. JAPAN EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 61. JAPAN EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 62. MALAYSIA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 63. MALAYSIA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 64. MALAYSIA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 65. PHILIPPINES EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 66. PHILIPPINES EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 67. PHILIPPINES EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 68. SINGAPORE EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 69. SINGAPORE EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 70. SINGAPORE EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 71. SOUTH KOREA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 72. SOUTH KOREA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 73. SOUTH KOREA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 74. TAIWAN EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 75. TAIWAN EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 76. TAIWAN EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 77. THAILAND EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 78. THAILAND EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 79. THAILAND EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 80. VIETNAM EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 81. VIETNAM EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 82. VIETNAM EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 83. EUROPE, MIDDLE EAST & AFRICA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 84. EUROPE, MIDDLE EAST & AFRICA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 85. EUROPE, MIDDLE EAST & AFRICA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 86. EUROPE, MIDDLE EAST & AFRICA EDUTAINMENT MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 87. DENMARK EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 88. DENMARK EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 89. DENMARK EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 90. EGYPT EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 91. EGYPT EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 92. EGYPT EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 93. FINLAND EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 94. FINLAND EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 95. FINLAND EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 96. FRANCE EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 97. FRANCE EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 98. FRANCE EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 99. GERMANY EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 100. GERMANY EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 101. GERMANY EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 102. ISRAEL EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 103. ISRAEL EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 104. ISRAEL EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 105. ITALY EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 106. ITALY EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 107. ITALY EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 108. NETHERLANDS EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 109. NETHERLANDS EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 110. NETHERLANDS EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 111. NIGERIA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 112. NIGERIA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 113. NIGERIA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 114. NORWAY EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 115. NORWAY EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 116. NORWAY EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 117. POLAND EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 118. POLAND EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 119. POLAND EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 120. QATAR EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 121. QATAR EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 122. QATAR EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 123. RUSSIA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 124. RUSSIA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 125. RUSSIA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 126. SAUDI ARABIA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 127. SAUDI ARABIA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 128. SAUDI ARABIA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 129. SOUTH AFRICA EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 130. SOUTH AFRICA EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 131. SOUTH AFRICA EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 132. SPAIN EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 133. SPAIN EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 134. SPAIN EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 135. SWEDEN EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 136. SWEDEN EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 137. SWEDEN EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 138. SWITZERLAND EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 139. SWITZERLAND EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 140. SWITZERLAND EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 141. TURKEY EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 142. TURKEY EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 143. TURKEY EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 144. UNITED ARAB EMIRATES EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 145. UNITED ARAB EMIRATES EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 146. UNITED ARAB EMIRATES EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 147. UNITED KINGDOM EDUTAINMENT MARKET SIZE, BY CONTENT TYPE, 2018-2030 (USD MILLION)
  • TABLE 148. UNITED KINGDOM EDUTAINMENT MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 149. UNITED KINGDOM EDUTAINMENT MARKET SIZE, BY END-USER, 2018-2030 (USD MILLION)
  • TABLE 150. EDUTAINMENT MARKET SHARE, BY KEY PLAYER, 2023
  • TABLE 151. EDUTAINMENT MARKET, FPNV POSITIONING MATRIX, 2023
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