Impact of Outbreak of COVID-19 on Edutainment Market

A change in the trend has been observed in the education field. People have started implementing advanced technologies to provide a better understanding of real-time world. Even the edutainment centers such as science centers, children’s museums, aquariums, zoos, and botanical garden are registering educational aspect seriously besides amusements and entertainments.  One of the major factors influencing the growth of edutainment market is adoption of gaming methods for education. Taking these aspects into consideration, the edutainment market is predicted to reach worth of US$10,120.2 Mn by the end of 2027 as per the report given Transparency Market Research

Lately, store owners and malls have started implementing digital strategies to provide better in-store experience to the customers. Hence, they have started deploying educational fun activities for all the age groups. The gaming type can be categorized in the interactive, explorative, non-interactive, and hybrid combination games.  Among all the game categories, the explorative gaming type segment is predicted to cover highest CAGR across the globe during the forecast years. This is a driving factor for the edutainment market in the coming years.

Education with Entertainment is New Growth Agenda

Based on visitor demographics, it is observed that children (0-12 years) are engaging in learning activities through games. Hence, this segment is predicted to contribute to the expansion of edutainment market substantially in the forecast period.

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On the basis of geographical segment, North America is expected to lead the edutainment market with a prominent share. This is due to the surge observed in adoption of edutainment by children (0-12 years) and teenagers (13-18 years). Asia Pacific might witness highest growth in adoption of edutainment market in between 2017 and 2027. Furthermore, it is expected that markets in Middle East and Africa (MEA) will grow significantly along with the market in South America in the forecast period.

Disparity in Numbers is Pushing Technical Innovations Boundaries

Despite the fact that the worldwide population is growing at a considerably high rate, the number of edutainment centers are increasing moderately around the globe. Policy makers and experts opine that edutainment centers will open up in untapped markets.

To combat the gap, edutainment companies are focusing on developing technologies that can improve the gaming experiences at edutainment centers. They have come-up with the idea of mixing AR and VR technologies with the help of 3-D projection mapping. Furthermore, they have tried to implement interactive digital surface to create technological advanced games in the edutainment market.

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Edutainment Market | Global Industry Analysis By Trends, Size, Share, Company Overview, Growth And Forecast By 2026

The Global Edutainment Market report by provides a detailed analysis of the area marketplace expanding; competitive landscape; global, regional, and country-level market size; impact market players; market growth analysis; market share; opportunities analysis; product launches; recent developments; sales analysis; segmentation growth; technological innovations; and value chain optimization. This is a latest report, covering the current COVID-19 impact on the market. The pandemic of Coronavirus (COVID-19) has affected every aspect of life globally. This has brought along several changes in market conditions. The rapidly changing market scenario and initial and future assessment of the impact is covered in the report.

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Market Segmentation

The Global Edutainment Market has been divided into product types, application, and regions. These segments provide accurate calculations and forecasts for sales in terms of volume and value. This analysis can help customers increase their business and take calculated decisions.

By Product Types,
Hybrid combination
Explorative games

By Applications,
Children (0-12 years)
Teenager (13-18 years)
Young adult (19-25 years)
Adult (25+ years)

By Regions and Countries,
Asia Pacific: China, Japan, India, and Rest of Asia Pacific
Europe: Germany, the UK, France, and Rest of Europe
North America: The US, Mexico, and Canada
Latin America: Brazil and Rest of Latin America
Middle East & Africa: GCC Countries and Rest of Middle East & Africa

The regional analysis segment is a highly comprehensive part of the report on the global Edutainment market. This section offers information on the sales growth in these regions on a country-level Edutainment market.

The historical and forecast information provided in the report span between 2018 and 2026. The report provides detailed volume analysis and region-wise market size analysis of the market.

Competitive Landscape of the Edutainment Market

The chapter on competitive landscape provides information about key company overview, global presence, sales and revenue generated, market share, prices, and strategies used.

Major players in the global Edutainment Market include
Pororo Parks
Legoland Discovery Center
Mattel Play Town
Totter’s Otterville
Kidz Holding S.A.L
Little Explorers

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The Edutainment Market Report Addresses:

  • Estimated size of the market
  • The segment that accounted for a large market share in the past
  • The segment that is anticipated to account for a dominant market share by 2026?
  • Governing bodies
  • Key region of the market
  • Lucrative opportunities in the market

The Report Provides:

  • An overview of the market
  • Comprehensive analysis of the market
  • Analyses of recent developments in the market
  • Events in the market scenario in past few years
  • Emerging market segments and regional markets
  • Segmentations up to the second and/or third level
  • Historical, current, and estimated market size in terms of value and volume
  • Competitive analysis, with company overview, products, revenue, and strategies.
  • Impartial assessment of the market
  • Strategic recommendations to help companies increase their market presence

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Edutainment Market to Witness Robust Expansion Throughout the Forecast Period 2018 – 2028

Assessment of the Edutainment Market

The recent study on the Edutainment Market is a comprehensive analysis of the various parameters that are likely to influence the growth of the Edutainment Market. The historical and current market trends are taken into consideration while predicting the future prospects of the Edutainment Market. Further, the study introspects the major trends that are likely to impact the growth of the Edutainment Market during the forecast period 2018 – 2028.

The investors, stakeholders, emerging and established players can leverage the data included in the report to develop impactful growth strategies and improve their position in the current Edutainment Market landscape. The report provides a thorough assessment of the micro and macro-economic factors that are expected to impact the growth of the Edutainment Market.

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Competitive Assessment

The competitive assessment section provides insights related to the developments made by leading players in the Edutainment Market in terms of product development, mergers, collaborations, and more. The product portfolio of each company is evaluated along with its pricing structure and marketing strategies.

Regional Assessment

The regional assessment chapter of the report offers an in-depth understanding of the growth prospects of the Edutainment Market across different geographies such as:

End-use Industry

The adoption pattern of the Edutainment  across various end-use industries is highlighted in the report and represented using informative graphs, figures, and tables. The different end-use industries studied in the report include:

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Valuable Market Insights Included in the Report

  • Recent collaborations, mergers, acquisitions, and partnerships
  • Revenue growth of the Edutainment Market over the assessment period
  • Value chain analysis of prominent players in the Edutainment Market
  • Regulatory framework across different regions impacting the Edutainment Market trajectory
  • Recent technological advances and innovations influencing the Edutainment Market

The report addresses the following queries related to the Edutainment Market

  • How have the production techniques evolved in recent years?
  • How can the emerging players in the Edutainment Market establish their foothold in the current Edutainment Market landscape?
  • The market in which region is expected to witness the highest growth during the forecast period?
  • What is the projected value of the Edutainment Market in 2019?
  • How can the emerging players in the Edutainment Market solidify their position in the Edutainment Market?

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Edutainment Market to Witness a Pronounce Growth During 2018 – 2028

Report Synopsis

XploreMR offers a 10-year forecast for the global edutainment market between 2018 and 2028. In terms of value, the edutainment market Size is expected to register a CAGR of 16.1% during the forecast period. This study demonstrates the dynamics and trends of the edutainment market globally across regions such as North America, Latin America, Eastern Europe, Western Europe, SEA and Other APAC, Japan, China and the Middle East & Africa, which influence the current nature and the future status of the global edutainment market over the forecast period.

Report Description 

This research report provides a detailed analysis of the global edutainment market and offers insights on various factors such as the services provided by the global edutainment market. The edutainment market study provides a comprehensive assessment of stakeholder strategies and imperatives for succeeding in the business. This edutainment market report segregates the market based on services and applications across different regions worldwide. Key players are introducing technologically advanced products, which is acting as a major driver of the global edutainment market.   

The report starts with an overview of the global edutainment market in terms of value. In addition, this section includes an analysis of key trends, drivers and restraints, which are influencing the global edutainment market. The impact analysis of key growth drivers and restraints are included in the edutainment market report to facilitate clients with crystal clear decision-making insights.    

The global edutainment market analysis is categorised 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. 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. On the basis of revenue source, the edutainment market is segmented into entry fees & tickets, food & beverages, merchandising, advertising and others. 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).

A detailed analysis has been provided for every segment in terms of market size analysis for edutainment across different regions. It provides the market outlook for 2018–2028, and sets the forecast within the context of edutainment, which includes the latest technological developments as well as service offerings in the market. This study discusses key trends within regions contributing to the growth of the edutainment market, as well as analyses the degrees at which drivers are influencing this market in these regions. Key regions and countries assessed in edutainment market include North America (U.S. and Canada), Latin America (Brazil, Mexico and the rest of Latin America), Eastern Europe (Russia, Poland and the rest of Eastern Europe), Western Europe (Germany, France, U.K., Spain, Italy, Nordic, BENELUX and the rest of WE), SEA & Other APAC (India, Australia & New Zealand, ASEAN and the rest of APAC), Japan, China and the Middle East & Africa (GCC countries, South Africa , Turkey, Northern Africa and the rest of MEA).

The edutainment market report evaluates the present scenario and the growth prospects of the edutainment market across various regions globally for the period 2018 –2028. We have considered 2017 as the base year, and provided data for the remaining 12 months. The forecast presented here assesses the total revenue by value across the edutainment market. To offer an accurate forecast, we started by sizing the current market, which forms the basis of how the edutainment market will develop in the future. Given the characteristics of the edutainment market, we triangulated the outcome of different services and components, and analysed them based on the technology trends.   

In addition, it is imperative to note that, in an ever-fluctuating global economy, we not only conduct forecasts in terms of CAGR, but also analyse it on the basis of key parameters, such as year-on-year (Y-o-Y) growth, to understand the predictability of the edutainment market and to identify the right opportunities across the market.  

In the final section of the report, we have included a competitive landscape to provide clients a dashboard view based on the categories of providers in the value chain, their presence in the edutainment portfolio and key differentiators. This section is primarily designed to provide clients an objective and detailed comparative assessment of key providers specific to a market segment in the edutainment value chain and the potential players for the same. Report audiences can gain segment-specific vendor insights to identify and evaluate key competitors based on an in-depth assessment of their capabilities and success in the marketplace. Detailed profiles of providers are also included in the scope of the report to evaluate their long-term and short-term strategies, key offerings and recent developments in the edutainment market. Key competitors covered in the edutainment value chain are Kidzania, Legoland Discovery Center, Kindercity, Plabo, Pororo Parks, CurioCity, Totter's Otterville, Mattel Play! Town, Little Explorers and Kidz Holding S.A.L.

Key Segments Covered

By edutainment by gaming type




Hybrid Combination

By edutainment by facility size

5,001 to 10,000 Sq. Ft.

10,001 to 20,000 Sq. Ft.

20,001 to 40,000 Sq. Ft.

> 40,000 Sq. Ft.

By edutainment by revenue source

Entry fees & tickets

Food & Beverages

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By edutainment by visitor demographics

Children (0-12)

Teenager (13-18)

Young Adult (19-25)

Adult (25+)

Key Regions Covered

North America edutainment market

United States


Latin America edutainment market



Rest of Latin America

Western Europe edutainment market








Rest of Western Europe

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Eastern Europe edutainment market



Rest of Eastern Europe

SEA edutainment Market


Australia and New Zealand


Rest of South East Asia and Others of Asia Pacific

Japan edutainment market

China edutainment market

Middle East and Africa edutainment market

GCC Countries


Northern Africa

South Africa

Rest of MEA

Global Edutainment Market: Key Players


Legoland Discovery Center



Pororo Parks


Totter's Otterville

Mattel Play! Town

Little Explorers

Kidz Holding S.A.L.

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Edutainment Market Study Report (2020-2026), Competitive Analysis, Assessment And Recommendations | Pororo Parks, Kidzania, Plabo, Legoland Discovery Center

Global Edutainment Market Size, Status And Forecast 2020-2026

The word edutainment comes from the combination of the words education and entertainment. So the edutainment centres are the places that are visited by the children or their parents during the field trips such as aquariums, zoos, botanical gardens, science and childrens museum and these places have the educational aspects with the addition of amusement or entertainment. So edutainment centres are the centres where there is a provision of learning through leisure.

Among the key regional markets, SEA & others of APAC is projected to exhibit relatively higher growth in the global edutainment market.
Revenue from the edutainment market in North America and Western Europe is expected to collectively account for over 44% of the global edutainment market revenue in 2018.

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The research report is a compilation of key data with regards to the competitive landscape of this vertical and the multiple regions where the business has successfully established its position.

Top Companies in the Global Edutainment Market:

Pororo Parks



Legoland Discovery Center



Mattel Play Town

Totter’s Otterville

Kidz Holding S.A.L

Little Explorers and others.

Global Edutainment Market Split by Product Type and Applications:

This report segments the global Edutainment market on the basis of Types are:

  • Interactive
  • Non-interactive
  • Hybrid combination
  • Explorative games

On the basis of Application, the Global Edutainment market is segmented into:

  • Children (0-12 years)
  • Teenager (13-18 years)
  • Young adult (19-25 years)
  • Adult (25+ years)

Regional Analysis For Edutainment Market:

For comprehensive understanding of market dynamics, the global Edutainment market is analyzed across key geographies namely: United States, China, Europe, Japan, South-east Asia, India and others. Each of these regions is analyzed on basis of market findings across major countries in these regions for a macro-level understanding of the market.

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Influence of the Edutainment market report:

-Comprehensive assessment of all opportunities and risk in the Edutainment market.

-Edutainment market recent innovations and major events.

-Detailed study of business strategies for growth of the Edutainment market-leading players.

-Conclusive study about the growth plot of Edutainment market for forthcoming years.

-In-depth understanding of Edutainment market-particular drivers, constraints and major micro markets.

-Favourable impression inside vital technological and market latest trends striking the Edutainment market.

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What are the market factors that are explained in the report?

-Key Strategic Developments: The study also includes the key strategic developments of the market, comprising R&D, new product launch, M&A, agreements, collaborations, partnerships, joint ventures, and regional growth of the leading competitors operating in the market on a global and regional scale.

-Key Market Features: The report evaluates key market features, including revenue, price, capacity, capacity utilization rate, gross, production, production rate, consumption, import/export, supply/demand, cost, market share, CAGR, and gross margin. In addition, the study offers a comprehensive study of the key market dynamics and their latest trends, along with pertinent market segments and sub-segments.

-Analytical Tools: The Global Edutainment Market report includes the accurately studied and assessed data of the key industry players and their scope in the market by means of a number of analytical tools. The analytical tools such as Porter’s five forces analysis, SWOT analysis, feasibility study, and investment return analysis have been used to analyze the growth of the key players operating in the market.

Customization of the Report: This report can be customized as per your needs for additional data up to 3 companies or countries or 40 analyst hours.

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