세계의 에듀테인먼트 시장 보고서(2025년)
Edutainment Global Market Report 2025
상품코드 : 1806445
리서치사 : The Business Research Company
발행일 : On Demand Report
페이지 정보 : 영문 250 Pages
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한글목차

세계의 에듀테인먼트 시장 규모는 향후 수년간 급성장할 것으로 전망됩니다. 2029년 연평균 복합 성장률(CAGR)은 16.7%로 확대되어 155억 2,000만 달러로 성장할 것으로 보입니다. 예측기간의 성장은 접근성과 포괄성, 보호자의 학습 참여, 에듀테인먼트에 대한 정부의 지원, 지속적인 학습 문화, 소셜 러닝 기능의 탑재 등에 기인한다고 생각됩니다. 예측 기간의 주요 동향으로는 가상현실과 증강현실(에듀테인먼트), 교육에 있어서의 게이미피케이션, 교육 앱과 플랫폼, 학습에 있어서의 인공지능(AI), 컨텐츠 크리에이터와의 콜라보레이션 등을 들 수 있습니다.

향후 5년간 성장률 16.7%라는 예측은 이 시장의 지난 예측으로부터 0.2% 소폭 감소를 반영하고 있습니다. 이 감소는 주로 미국과 다른 국가 간의 관세의 영향 때문입니다. 수입 AV 툴, VR 헤드셋, 양방향 학습 시스템에 대한 관세는 여행 기반 교육 엔터테인먼트의 기술 혁신과 경제적인 방해가 될 수 있습니다. 또한 상호관세와 무역의 긴장과 한계 증가로 인한 세계 경제와 무역에 대한 악영향으로 인해 그 영향이 보다 광범위하게 이어질 수 있습니다.

에듀테인먼트의 세계 채용 확대가 예측기간 중 에듀테인먼트 시장 확대의 원동력이 될 것으로 예측됩니다. 엔터테인먼트와 교육을 융합시킨 이 컨셉은 유아에게 매력적인 학습 환경을 설명합니다. 에듀테인먼트는 지적 호기심을 자극하는 개념을 도입하여 학습 경험을 크게 향상시킵니다. 아이들은 좋아하는 캐릭터를 연기하거나 동경하는장소를 탐험하는 것으로, 자연과 호기심을 발휘해, 긍정적인 에너지를 기르고, 자신을 붙여 갑니다. 예를 들어 프랑스에 본부를 둔 국제기구인 유엔교육과학문화기관(유네스코)은 2023년 9월 유엔 회원국이 교육목표를 달성하기 위해서는 2030년까지 연간 140만명의 유아교육에 취학이 필수적이라고 보고했습니다. 게다가 초등교육의 수료율을 3배 가까이 향상시킬 필요가 있습니다. 그 결과 세계 에듀테인먼트 채용이 증가하고 에듀테인먼트 시장의 성장을 가속할 것으로 예측됩니다.

목차

제1장 주요 요약

제2장 시장 특징

제3장 시장 동향과 전략

제4장 시장 - 거시경제 시나리오 금리, 인플레이션, 지정학, 무역전쟁과 관세, 코로나 및 회복이 시장에 미치는 영향을 포함한 거시경제 시나리오

제5장 세계의 성장 분석과 전략 분석 프레임워크

제6장 시장 세분화

제7장 지역별/국가별 분석

제8장 아시아태평양 시장

제9장 중국 시장

제10장 인도 시장

제11장 일본 시장

제12장 호주 시장

제13장 인도네시아 시장

제14장 한국 시장

제15장 서유럽 시장

제16장 영국 시장

제17장 독일 시장

제18장 프랑스 시장

제19장 이탈리아 시장

제20장 스페인 시장

제21장 동유럽 시장

제22장 러시아 시장

제23장 북미 시장

제24장 미국 시장

제25장 캐나다 시장

제26장 남미 시장

제27장 브라질 시장

제28장 중동 시장

제29장 아프리카 시장

제30장 경쟁 구도와 기업 프로파일

제31장 기타 주요 기업 및 혁신 기업

제32장 세계 시장 경쟁 벤치마킹과 대시보드

제33장 주요 인수합병(M&A)

제34장 최근 시장 동향

제35장 시장의 잠재력이 높은 국가, 전략

제36장 부록

JHS
영문 목차

영문목차

Edutainment combines education and entertainment, often found in places such as zoos, aquariums, science centers, botanical gardens, and children's museums. These edutainment centers offer educational features along with entertainment or amusement, making them popular choices for field trips.

In the realm of edutainment, products can be categorized into interactive, non-interactive, hybrid, and explorative types. Interactive edutainment involves games or leisure activities where the user's actions have a direct impact on the experience. On the other hand, non-interactive edutainment encompasses activities such as reading books or watching movies for leisure.

Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report's Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.

The sudden escalation of U.S. tariffs and the resulting trade tensions in spring 2025 are significantly affecting the recreation sector, especially in the supply of imported sports gear, outdoor equipment, and leisure products. Manufacturers and retailers are grappling with increased costs for goods like bicycles, camping supplies, fitness equipment, and gaming consoles-many of which rely heavily on international supply chains with few domestic alternatives. Small recreational retailers are particularly vulnerable, with some cutting back on stock or raising prices to manage shrinking profit margins. Event organizers and recreational venues are also experiencing rising costs for imported materials and equipment. In response, the industry is shifting toward suppliers in non-tariff regions, boosting local procurement efforts, and advocating for tariff exemptions on widely used recreational goods.

The edutainment market research report is one of a series of new reports from The Business Research Company that provides edutainment market statistics, including edutainment industry global market size, regional shares, competitors with a edutainment market share, detailed edutainment market segments, market trends and opportunities, and any further data you may need to thrive in the edutainment industry. This edutainment market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

The edutainment market size has grown rapidly in recent years. It will grow from $7.28 billion in 2024 to $8.38 billion in 2025 at a compound annual growth rate (CAGR) of 15.1%. The growth in the historic period can be attributed to shift in learning paradigm, globalization of education, educational tv programs and channels, cognitive development emphasis, influence of early childhood education.

The edutainment market size is expected to see rapid growth in the next few years. It will grow to $15.52 billion in 2029 at a compound annual growth rate (CAGR) of 16.7%. The growth in the forecast period can be attributed to accessibility and inclusivity, parental involvement in learning, government support for edutainment, continuous learning culture, inclusion of social learning features. Major trends in the forecast period include virtual and augmented reality edutainment, gamification in education, educational apps and platforms, artificial intelligence (AI) in learning, collaborations with content creators.

The forecast of 16.7% growth over the next five years reflects a modest reduction of 0.2% from the previous estimate for this market. This reduction is primarily due to the impact of tariffs between the US and other countries. Tariffs on imported AV tools, VR headsets, and interactive learning systems could hinder innovation and affordability in travel-based educational entertainment. The effect will also be felt more widely due to reciprocal tariffs and the negative effect on the global economy and trade due to increased trade tensions and restrictions.

The growing global adoption of edutainment is anticipated to drive the expansion of the edutainment market during the forecast period. This concept, which merges entertainment with education, provides children with an engaging learning environment. Edutainment greatly enhances the learning experience by introducing intellectually stimulating concepts. Children naturally exhibit curiosity by engaging in activities like playing their favorite characters or exploring their dream destinations, which fosters positive energy and builds their confidence. For example, in September 2023, the United Nations Educational, Scientific, and Cultural Organization (UNESCO), a France-based international organization, reported that for UN member countries to meet their educational objectives, an annual enrollment of 1.4 million children in early childhood education is essential until 2030. Additionally, progress in primary completion rates needs to nearly triple. As a result, the increasing adoption of edutainment worldwide is expected to propel the growth of the edutainment market.

The expanding education sector is poised to be a key driver in propelling the growth of the edutainment market in the foreseeable future. The education sector encompasses the entire system and infrastructure dedicated to providing formal instruction, fostering learning, and individual development. Edutainment, a fusion of education and entertainment, is reshaping the education landscape by introducing engagement, interactivity, and enhanced effectiveness. Edutainment platforms have the flexibility to adapt to individual learning paces and styles, catering to a diverse range of learners. For example, a report from the University of Technology Sydney, published in July 2023, highlighted that secondary education marked the highest level of school completion in the United States in 2022, with 28% of the population achieving this milestone. In the UK, 73.2% of secondary school-age residents attained a GCSE pass rate in 2022. With a total enrollment exceeding 3.95 million students in public and private schools as of 2021, Australia contributes significantly to the growing education sector, thereby fueling the expansion of the edutainment market.

Major companies in the edutainment market are creating virtual reality (VR) solutions, such as virtual guided tours of museums, to improve user engagement and deliver immersive learning experiences. Museum virtual guided tours offer an interactive online platform for users to explore museum exhibits, often featuring virtual guides or pre-recorded content that allows them to learn about artifacts from anywhere. For example, in July 2023, the Leisure and Cultural Services Department (LCSD), a government department in Hong Kong, launched the 'For Youth' page on its Edutainment Channel. This comprehensive online resource grants young people access to job vacancies, internships, and training programs in the arts and culture sectors, along with weekly educational videos from the 101 Academy. Furthermore, the 'vis-a-vis+01' series includes interactive experiences such as virtual museum tours and online sports training, all designed to enhance youth education through entertainment.

Leading companies in the edutainment market are adopting a strategic partnership approach to introduce STEM IoT sensor kits to educational institutions. This collaborative strategy involves leveraging the strengths and resources of major players for mutual benefits and success. For example, in January 2022, RAKwireless Technology Limited, a China-based IoT solution provider, joined forces with One Planet Education Network (OPEN), a Switzerland-based social enterprise. The objective of this partnership is to bridge the IoT education gap by providing OPEN-RAK DIY STEM Lab Sensor Wisblock kits to students globally. The aim is to address the digital divide by offering easily accessible kits, empowering students to learn practical IoT applications and apply them in their local communities for sustainable development initiatives. Early applications include student-created sensors for projects such as sustainable farming, climate change monitoring, and air quality assessments. The overarching goal of the program is to establish a global network for IoT sensor education and data analytics. This network fosters collaborative learning among students worldwide, enabling them to gain hands-on experience in constructing IoT devices, sharing data internationally, and developing skills to positively impact their communities using RAK technology, supported by OPEN's education and research initiatives.

In February 2024, Podium Education, Inc., a US-based edtech company, acquired Untapped, Inc. for an undisclosed amount. This acquisition is intended to strengthen the edutainment market by merging career readiness with experiential learning, ultimately providing students with more engaging and practical educational experiences. Untapped, Inc. specializes in career development and educational technology within the United States.

Major companies operating in the edutainment market include Kidzania, Legoland Discovery Center, Pororo Parks, CurioCity, Kindercity, Mattel Play! Town, Totter's Otterville, Kidz Holding S.A.L, Little Explorers, ConveGenius, Edsys, IdeaCrate Edutainment Company, DreamUs Edutainment, Smartivity Labs, Yottoy Productions, Toontastic, Crayola Experience, Discovery Kids, JumpStart Games, National Geographic Kids, Sesame Workshop, Osmo, Tynker, Kahoot!, Filament Games

North America was the largest region in the edutainment market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the edutainment market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

The countries covered in the edutainment market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The edutainment market includes revenues earned by entities by providing services such as fictional books with educational themes, music and songs, fictional radio. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Edutainment Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on edutainment market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

Reasons to Purchase

Where is the largest and fastest growing market for edutainment ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The edutainment market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.

Scope

Table of Contents

1. Executive Summary

2. Edutainment Market Characteristics

3. Edutainment Market Trends And Strategies

4. Edutainment Market - Macro Economic Scenario Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, And Covid And Recovery On The Market

5. Global Edutainment Growth Analysis And Strategic Analysis Framework

6. Edutainment Market Segmentation

7. Edutainment Market Regional And Country Analysis

8. Asia-Pacific Edutainment Market

9. China Edutainment Market

10. India Edutainment Market

11. Japan Edutainment Market

12. Australia Edutainment Market

13. Indonesia Edutainment Market

14. South Korea Edutainment Market

15. Western Europe Edutainment Market

16. UK Edutainment Market

17. Germany Edutainment Market

18. France Edutainment Market

19. Italy Edutainment Market

20. Spain Edutainment Market

21. Eastern Europe Edutainment Market

22. Russia Edutainment Market

23. North America Edutainment Market

24. USA Edutainment Market

25. Canada Edutainment Market

26. South America Edutainment Market

27. Brazil Edutainment Market

28. Middle East Edutainment Market

29. Africa Edutainment Market

30. Edutainment Market Competitive Landscape And Company Profiles

31. Edutainment Market Other Major And Innovative Companies

32. Global Edutainment Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Edutainment Market

34. Recent Developments In The Edutainment Market

35. Edutainment Market High Potential Countries, Segments and Strategies

36. Appendix

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