에듀테인먼트 시장 규모, 점유율, 성장 분석 : 유형별, 연령층별, 수입원별, 최종사용자별, 지역별 - 산업 예측(2025-2032년)
Edutainment Market Market Size, Share, Growth Analysis, By Type (Interactive, Non-Interactive), By Age Group (Children (0-12 years), Teenagers (13-18 years)), By Revenue Source, By End-User, By Region - Industry Forecast 2025-2032
상품코드:1629000
리서치사:SkyQuest
발행일:2025년 01월
페이지 정보:영문 209 Pages
라이선스 & 가격 (부가세 별도)
한글목차
세계의 에듀테인먼트 시장 규모는 2023년에 42억 달러에 달하며, 2024년 46억 8,000만 달러에서 2032년까지는 111억 9,000만 달러로 성장하며, 예측 기간(2025-2032년)의 CAGR은 11.5%로 성장할 전망입니다.
세계의 에듀테인먼트 시장은 인터랙티브하고 몰입감 있는 학습 경험에 대한 수요 증가로 인해 괄목할 만한 성장세를 보이고 있습니다. 교육과 엔터테인먼트의 통합은 교육 컨텐츠가 매력적으로 전달될 수 있는 역동적인 틈새 시장을 형성하고 있습니다. 이러한 성장은 주로 증강현실(AR), 가상현실(VR), 게임화 등 학습 경험을 크게 향상시키는 디지털 기술의 광범위한 채택에 의해 촉진되고 있습니다. 또한 COVID-19 팬데믹은 온라인 학습 플랫폼으로의 전환을 가속화하여 에듀테인먼트 프로바이더들에게 새로운 길을 열어주었습니다. 매력적인 교육 컨텐츠에 대한 수요와 함께 평생학습에 대한 관심이 높아지면서 에듀테인먼트 분야는 지속적으로 성장할 것으로 예상됩니다.
목차
서론
조사의 목적
조사 범위
정의
조사 방법
정보 조달
2차 데이터와 1차 데이터 방법
시장 규모 예측
시장의 전제조건과 제한
개요
세계 시장 전망
공급과 수요 동향 분석
부문별 기회 분석
시장 역학과 전망
시장 개요
시장 규모
시장 역학
촉진요인과 기회
억제요인과 과제
Porter의 산업 분석
주요 시장 인사이트
주요 성공 요인
경쟁의 정도
주요 투자 기회
시장 에코시스템
시장의 매력 지수(2024년)
PESTEL 분석
거시경제 지표
밸류체인 분석
가격 분석
사례 연구
기술의 진보
규제 상황
고객과 구매 기준 분석
스타트업 분석
특허 분석
세계의 에듀테인먼트 시장 규모 : 유형별·CAGR(2025-2032년)
시장 개요
상호 작용
디지털 게임
시뮬레이션
가상현실(VR)
비인터랙티브
전시품
테마 어트랙션
세계의 에듀테인먼트 시장 규모 : 연령층별·CAGR(2025-2032년)
시장 개요
어린이(0-12세)
십대(13-18세)
청년(19-25세)
성인(26세 이상)
세계의 에듀테인먼트 시장 규모 : 수입원별·CAGR(2025-2032년)
시장 개요
입장료·티켓
상품 판매
광고
스폰서십
세계의 에듀테인먼트 시장 규모 : 최종사용자별·CAGR(2025-2032년)
시장 개요
학교
초등학교
중등 학교
홈 사용자
상업 시설
박물관
과학 센터
동물원·수족관
테마파크
세계의 에듀테인먼트 시장 규모·CAGR(2025-2032년)
북미
미국
캐나다
유럽
독일
스페인
프랑스
영국
이탈리아
기타 유럽 지역
아시아태평양
중국
인도
일본
한국
기타 아시아태평양
라틴아메리카
브라질
기타 라틴아메리카 지역
중동 및 아프리카
GCC 국가
남아프리카공화국
기타 중동 및 아프리카
경쟁 정보
상위 5사의 비교
주요 기업의 시장 포지셔닝(2024년)
주요 시장 기업이 채택한 전략
시장의 최근 동향
기업의 시장 점유율 분석(2024년)
주요 기업의 기업 개요
회사 개요
제품 포트폴리오 분석
기업의 부문별 점유율 분석
매출의 전년대비 비교(2022-2024년)
주요 기업 개요
The Walt Disney Company(USA)
Sony Group Corporation(Japan)
Mattel, Inc.(USA)
Hasbro, Inc.(USA)
LEGO Group(Denmark)
Discovery, Inc.(USA)
Merlin Entertainments(UK)
Kidzania(Mexico)
Pororo Parks(South Korea)
Jenzabar, Inc.(USA)
Promethean Limited(UK)
Viator, Inc.(USA)
SEGA Corporation(Japan)
Bungie, Inc.(USA)
Edsys Pvt. Ltd.(India)
PopReach Corporation(Canada)
Gardaland Srl(Italy)
Kindercity(Switzerland)
결론과 제안
KSA
영문 목차
영문목차
Global Edutainment Market size was valued at USD 4.2 billion in 2023 and is poised to grow from USD 4.68 billion in 2024 to USD 11.19 billion by 2032, growing at a CAGR of 11.5% during the forecast period (2025-2032).
The global edutainment market is witnessing remarkable growth, driven by a rising demand for interactive and immersive learning experiences. The integration of education and entertainment has formed a dynamic niche where educational content is delivered engagingly. This growth is primarily fueled by the wider adoption of digital technologies, including augmented reality (AR), virtual reality (VR), and gamification, which significantly enhance the learning experience. Furthermore, the COVID-19 pandemic has expedited the transition to online learning platforms, opening up new avenues for edutainment providers. As the focus on lifelong learning intensifies alongside the need for captivating educational content, the edutainment sector is well-positioned for sustained expansion in the years ahead.
Top-down and bottom-up approaches were used to estimate and validate the size of the Global Edutainment market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.
Global Edutainment Market Segmental Analysis
Global Edutainment Market is segmented by Type, Age Group, Revenue Source, End-User and region. Based on Type, the market is segmented into Interactive and Non-Interactive. Based on Age Group, the market is segmented into Children (0-12 years), Teenagers (13-18 years), Young Adults (19-25 years) and Adults (26+ years). Based on Revenue Source, the market is segmented into Entry Fees & Tickets, Merchandise Sales, Advertising and Sponsorships. Based on End-User, the market is segmented into Schools, Home Users and Commercial Establishments. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.
Driver of the Global Edutainment Market
A significant driver of the global edutainment market is the increasing desire for dynamic and participatory learning experiences. With traditional educational methods evolving to incorporate digital tools and technology, edutainment presents a distinctive blend of entertainment and educational content that captures the interest of learners across various age groups. This innovative approach not only boosts engagement and motivation but also improves knowledge retention, ultimately contributing to the widespread adoption of edutainment solutions in diverse learning environments. As a result, the market is witnessing a surge in demand for interactive platforms that facilitate enjoyable and meaningful educational experiences.
Restraints in the Global Edutainment Market
A significant challenge facing the global Edutainment market is the absence of standardized quality control and regulatory oversight. As edutainment products and services multiply rapidly, it becomes essential to guarantee the accuracy and effectiveness of the educational content offered. This highlights the pressing need for comprehensive quality assurance mechanisms and regulatory frameworks designed to uphold the integrity of educational materials, ultimately safeguarding learners from misleading or inappropriate information. Implementing industry standards and guidelines is vital to overcoming this difficulty, as it would enhance credibility and foster greater trust within the edutainment sector, benefiting both consumers and providers alike.
Market Trends of the Global Edutainment Market
The global Edutainment market is witnessing a notable trend towards immersive and interactive learning experiences, fueled by technological advancements. As educators and content creators increasingly focus on integrating educational materials with interactive entertainment, platforms are harnessing virtual reality (VR), augmented reality (AR), and gamification. This evolution aims to captivate diverse learners and inspire them through engaging and personalized activities. Traditional education methods are often perceived as less effective in maintaining student interest, prompting the shift towards edutainment solutions that prioritize enjoyment alongside knowledge acquisition. Consequently, the market is evolving, making learning not only accessible but also an engaging and rewarding journey for all ages.
Table of Contents
Introduction
Objectives of the Study
Scope of the Report
Definitions
Research Methodology
Information Procurement
Secondary & Primary Data Methods
Market Size Estimation
Market Assumptions & Limitations
Executive Summary
Global Market Outlook
Supply & Demand Trend Analysis
Segmental Opportunity Analysis
Market Dynamics & Outlook
Market Overview
Market Size
Market Dynamics
Drivers & Opportunities
Restraints & Challenges
Porters Analysis
Competitive rivalry
Threat of substitute
Bargaining power of buyers
Threat of new entrants
Bargaining power of suppliers
Key Market Insights
Key Success Factors
Degree of Competition
Top Investment Pockets
Market Ecosystem
Market Attractiveness Index, 2024
PESTEL Analysis
Macro-Economic Indicators
Value Chain Analysis
Pricing Analysis
Case Studies
Technology Advancement
Regulatory Landscape
Customer & Buying Criteria Analysis
Startup Analysis
Patent Analysis
Global Edutainment Market Size by Type & CAGR (2025-2032)
Market Overview
Interactive
Digital Games
Simulations
Virtual Reality (VR)
Non-Interactive
Exhibits
Themed Attractions
Global Edutainment Market Size by Age Group & CAGR (2025-2032)
Market Overview
Children (0-12 years)
Teenagers (13-18 years)
Young Adults (19-25 years)
Adults (26+ years)
Global Edutainment Market Size by Revenue Source & CAGR (2025-2032)
Market Overview
Entry Fees & Tickets
Merchandise Sales
Advertising
Sponsorships
Global Edutainment Market Size by End-User & CAGR (2025-2032)
Market Overview
Schools
Primary Schools
Secondary Schools
Home Users
Commercial Establishments
Museums
Science Centers
Zoos and Aquariums
Theme Parks
Global Edutainment Market Size & CAGR (2025-2032)
North America (Type, Age Group, Revenue Source, End-User)
US
Canada
Europe (Type, Age Group, Revenue Source, End-User)
Germany
Spain
France
UK
Italy
Rest of Europe
Asia Pacific (Type, Age Group, Revenue Source, End-User)
China
India
Japan
South Korea
Rest of Asia-Pacific
Latin America (Type, Age Group, Revenue Source, End-User)
Brazil
Rest of Latin America
Middle East & Africa (Type, Age Group, Revenue Source, End-User)