Reshaping How We Learn

What is Edutainment?

There is a new and innovative approach to education.  The future of education lies in what is called edutainment.  Edutainment is the digitization of the combination of education and entertainment. The global edutainment market is expected to grow from $4.75 billion in 2021 to $5.44 billion in 2022 at a compound annual growth rate (CAGR) of 14.5%. The edutainment market is expected to grow to $9.82 billion in 2026 at a CAGR of 15.9%, according to the August 29, 2022 Business Wire article entitled Edutainment Global Market Report 2022: A $9.82 Billion Market in 2026 – Long-term Forecast to 2031 – ResearchAndMarkets.com.

How is Edutainment used?

Edutainment uses multimedia tools and techniques to make learning more engaging and interactive for students.  Some of these tools can be found in games, puzzles, animations, and videos.  The interactiveness of these tools captivates and retains students of all ages.  Educators and businesses are finding that the application of edutainment in online learning is crucial for student success.  Whether a student is learning a new language or receiving vocational training, edutainment is a key factor.  Edutainment is being used in the healthcare, aviation, and military industries.

Driving Factors of the Edutainment Market

  1. Increased adoption of digitization of online learning
  2. Increased use of gamification in learning
  3. Increased investments in educational technology
  4. Increased growth in mobile learning

Companies that are driving forces in the Edutainment Industry

  • KidZania Operations
  • Kidz Holdings
  • KneoMedia
  • Vinci Interactive, Inc.
  • Roblox Corporation (Imbellus)
  • Mattel Play! Town
  • Kindercity
  • Legoland Discovery Center

Where is Edutainment growth expected?

North America is the largest edutainment market globally due to high e-learning and gamification of learning.  Europe is another edutainment hotspot because of the increased demand for gamified learning, digital learning, and simulation learning.  The rise in digital learning, personalized education (online tutoring and test preparations), and virtual reality are the leading factors for the growth of edutainment in the Asia-Pacific.

What are the cons of edutainment?

Although edutainment is growing exponentially in the global market, there are some market restraints that cannot be ignored.  The following are some of the market restraints that should be reviewed when considering edutainment:

  • Lack of standardization in industries
  • Difficulty in evaluating quality and effectiveness
  • High development costs
  • High-speed internet access and digital devices are required
*Disclaimer: This blog post is only to be used for informational purposes only. We are not claiming to be experts. This is only our opinion.

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