The edutainment market involves products and services that combine education with entertainment or games in digital and non-digital formats to make learning fun, engaging and memorable. Interactive digital games are increasingly being used for imparting education to children. Game-based learning through digital games, interactive stories, simulations and virtual worlds allow children to learn concepts through a fun, exploratory process.

The global edutainment market is expected to be valued at US$ 58 Billion in 2024 and is expected to exhibit a CAGR of 11% over the forecast period 2024.

Key Takeaways

Key players operating in the edutainment market are LEGO, Mattel, Bandai Namco, Kidzania, Tinybop, KNeoMedia, PopJam, Disney.

The key opportunities in the edutainment market include growing adoption of game-based and experiential learning by schools and institutions, use of virtual and augmented reality for immersive learning experiences, and development of location-based edutainment centers.

Technological advancements such as virtual reality, augmented reality and extended reality are enabling highly immersive Edutainment Market Demand experiences. Virtual field trips, interactive simulations and mixed reality science experiments are bringing concepts to life by engaging multiple senses. Advanced digital games with adaptive learning and personalization features are optimizing the gameplay based on individual learner abilities.

Market drivers

Growing emphasis on play-based learning: Educational institutions, parents and child development experts are increasingly recognizing the merits of interactive and play-based learning over traditional didactic instruction methods. Game-based learning has been found to improve cognitive skills, problem-solving abilities and memory retention in children. This is a major factor driving the adoption of edutainment products and services.

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