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    Home > Research Reports > Edutainment Market: Development History, Current Analysis and Estimated Forecast to 2028
    Research Reports

    Edutainment Market: Development History, Current Analysis and Estimated Forecast to 2028

    Published by mark itwired

    Posted on October 8, 2021

    4 min read

    Last updated: January 30, 2026

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    Quick Summary

    The global edutainment market is expected to grow significantly by 2028, driven by innovation and increased investments, with North America leading the growth.

    Edutainment Market Growth and Forecast Analysis to 2028

    The global edutainment market size is expected to grow from US$ 2,553.0 Mn in 2018 to US$ 11,348.9 Mn by 2028 at a CAGR of 16.1% in terms of revenue during the forecast period (2018-2028). In this report, the global edutainment market is tracked in terms of value, and is calibrated to obtain the market revenue estimates of edutainment centres.

    Knowledge development through the content of the games, innovation in the games and substantial increasing investments by established players are some of the major factors fuelling the growth of the edutainment market. However, lack of knowledge and design of edutainment games are some of the major challenges that are hampering the growth of the edutainment market.

    To Get Sample Copy of Report visit @ https://www.futuremarketinsights.com/reports/sample/rep-gb-7563

    Global Edutainment Market: Segmental Analysis

    To understand and assess the demand and opportunities in the edutainment market, the edutainment market report is categorically split into five major sections: edutainment market analysis – by gaming type, by facility size, by revenue source, by visitor demographics and by region.

    On the basis of gaming type, the edutainment market is segmented into interactive, non-interactive, explorative and hybrid combination games. The explorative games segment of the edutainment market is expected to dominate the market throughout the forecast period with a market share of 31.7% and 33.1% in 2018 and 2028 respectively.

    On the basis of facility size, the edutainment market is segmented into 5,001 to 10,000 sq. ft., 10,001 to 20,000 sq. ft., 20,001 to 40,000 sq. ft. and > 40,000 sq. ft. segments. The 20,001 to 40,000 sq. ft. segment of the edutainment market is expected to dominate the market and enjoy the market share of 32.7% in 2018 to 34.7% in 2028.

    On the basis of revenue source, the edutainment market is segmented into entry fees & tickets, food & beverages, merchandising, advertising and others. The entry fees & tickets segment of the edutainment market is expected to dominate the market for the maximum duration of the forecast period owing to the high CAGR associated with it and it is expected to grow from US$ 996.2 Mn in 2018 to US$ 4,981.4 Mn in 2028.

    On the basis of visitor demographics, the edutainment market is segmented into children (0-12 years), teenager (13-18 years), young adult (19-25 years) and adult (25+ years). The children segment of the edutainment market is expected to dominate the market throughout the forecast period owing to the high CAGR associated with it. The market share of children segment of the edutainment market is also expected to grow from 35.0% in 2018 to 39.3% in 2028.

    The section edutainment market analysis by region includes an in-depth country-level analysis of all global regions, namely North America, Latin America, Western Europe, Eastern Europe, SEA and Others in Asia Pacific, Japan, China and MEA, – by gaming type, by facility size, by revenue source, by visitor demographics & by country, and provides market data in terms of value for 2018-2028. In 2017, the market in North America dominated the overall global edutainment market, and it is also the fastest-growing region in the edutainment market.

    Ask More About This Report@ https://www.futuremarketinsights.com/ask-question/rep-gb-7563

    Global Edutainment Market: Key Players

    The key players reported in this study on the global edutainment market are Kidzania, Legoland Discovery Center, Kindercity, Plabo, Pororo Parks, CurioCity, Totter’s Otterville, Mattel Play! Town, Little Explorers and Kidz Holding S.A.L.

    About FMI

    Future Market Insights (FMI) is a leading provider of market intelligence and consulting services, serving clients in over 150 countries. FMI is headquartered in Dubai, the global financial capital, and has delivery centers in the U.S. and India. FMI’s latest market research reports and industry analysis help businesses navigate challenges and make critical decisions with confidence and clarity amidst breakneck competition. Our customized and syndicated market research reports deliver actionable insights that drive sustainable growth. A team of expert-led analysts at FMI continuously tracks emerging trends and events in a broad range of industries to ensure that our clients prepare for the evolving needs of their consumers.

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    The post Edutainment Market: Development History, Current Analysis and Estimated Forecast to 2028 appeared first on Industry News Analsis.

    Key Takeaways

    • •The edutainment market is projected to grow at a CAGR of 16.1% from 2018 to 2028.
    • •Explorative games dominate the market with a significant share.
    • •North America is the fastest-growing region in the edutainment market.
    • •Entry fees and tickets are major revenue sources in the market.
    • •Children are the primary demographic driving market growth.

    Frequently Asked Questions about Edutainment Market: Development History, Current Analysis and Estimated Forecast to 2028

    1What is the main topic?

    The article discusses the growth and forecast of the global edutainment market from 2018 to 2028.

    2What are the key growth factors?

    Innovation in games and substantial investments by established players are key growth factors.

    3Which region is growing fastest?

    North America is the fastest-growing region in the edutainment market.

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