Edutainment Market SARS-CoV-2, Covid-19 Analysis, Share, Demand, Growth, Key Opportunities, Key Players and Industry Analysis By 2025

The COVID-19 pandemic disruption is estimated to transform the Edutainment Market in the years to come drastically, and its after-effects will be persistently seen in the years ahead.

Edutainment Market

Companies in the Edutainment Market are facing issues in keeping their production facilities fully functional due to shortage of staff and resources amidst the COVID-19 (Coronavirus) outbreak. Get a hands-on over key drivers and threats to the Edutainment Market to make your company future-ready post the pandemic. Avails out reports for exciting prices to learn new opportunities that companies can capitalize on during and after the Coronavirus crisis.

The global edutainment market has gained momentum at a steady rate with an increased focus on the educational curriculum. The insights into the industry of information and communication technology are advanced by Market Research Future, which concentrates on reports on industry verticals that review the market options for growth. An income level worth USD 10.11 billion is expected to attain by 2025, with the backing of a CAGR of 11.61 %.


The development of informative and engaging teaching models is expected to further create a favorable base for the development of the edutainment market in the coming years. Moreover, the success rates related to edutainment programs are expected to create a favorable growth rate for the market. Moreover, the Intensified investments by huge gaming and educational businesses are expected to stimulate the edutainment market in the coming period.

Regional Analysis

North America: North America’s huge gaming industry and one of the largest films and television industries in the world ensure the growth of the edutainment market within the region.

US: The US has been involved in edutainment ever since the industry’s inception and is the largest market for it within North America. Most US teachers rely, formally and informally, on various edutainment apps to aid them in imparting education.

Europe: Edutainment finds widespread support within Europe, especially within Scandinavia.

Finland: Finland is the most active proponent of ‘learning through fun’ and employs this throughout its education system, from primary school to graduate studies. The emphasis on interactive lessons and creative sessions serves as drivers for the edutainment market within the country.

UK: A renowned center for education worldwide, the UK is increasingly looking to edutainment in order to boost its knowledge imparting abilities.

Asia-Pacific: The largest regional edutainment market, Asia-Pacific has some of the largest edutainment companies, a huge young population, and a large market for smart devices, all factors which serve to drive the market within the region.

India: India has a very high density of edutainment companies and is actively looking for a synthesis between edutainment and traditionally imparted education. With over 65% of India’s population under 35 and India emerging as one of the largest smart devices market, the edutainment market within the country is expected to exhibit strong growth.

Middle East & Africa: The edutainment market is growing within this region due to a very large population under 35 and a growing commitment toward education. The growing smartphone and consumer electronics markets are expected to further boost sales.

South America: South America is one of the smallest regional edutainment markets with excellent growth potential. South America speaks Spanish predominantly, ensuring that edutainment imparted in Spanish will find a base throughout the region.

Inter-market Dependency

Global Video Game Market: With over 2.5 billion gamers worldwide, the gaming industry is supposed to generate USD 152.1 billion in revenue in 2019 alone. This market is responsible for designing and innovating various game engines that are used to create various edutainment games. This, in turn, is driving the growth of the global edutainment market.

Global Education Market: The global education market is a multi-trillion-dollar enterprise and is consistently growing. This market is facing a severe paucity of trained educators and the edutainment industry is helping alleviate that shortcoming by creating educational games, apps, and television serials. This is directly helping the global edutainment market to expand and find recognition.

Global Television Show Market: More television shows are being produced now than ever before. Consequently, television shows have become a very diverse field with shows dedicated to all age groups including children and young adults. Most of these shows are educational in nature and consequently, they help aid the global edutainment market to expand.

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