GITNUX MARKETDATA REPORT 2024

Edutainment Industry Statistics

The edutainment industry has experienced significant growth in recent years, with a growing demand for educational content that is both informative and engaging.

Highlights: Edutainment Industry Statistics

  • The global edutainment market size was valued at USD 1.50 billion in 2019, and is expected to grow at a compound annual growth rate (CAGR) of 16.1% from 2020 to 2027.
  • Edutainment market in APAC (Asia Pacific) is projected to grow at the highest CAGR of 18.3% during 2020–2025.
  • By 2026, the edutainment market is expected to reach $6.91 billion globally.
  • From 2020 to 2027, the video type edutainment market is projected to grow at a higher CAGR of 17.1%.
  • North America accounted for the largest share of over 25% in terms of revenue in 2019 in the edutainment market.
  • 7 in 10 parents say entertainment educates their kids.
  • Gamification & enablers technology segment is poised to expand at a CAGR of 17.5% from 2020 to 2027 in the edutainment market.
  • The Middle East's edutainment market is estimated to reach USD 570.1 million by 2027, registering a CAGR of 16.5%.
  • Indoor edutainment market segment held the largest market share of over 60.0% in 2019.
  • By 2025, the online segment is expected to reach a value of USD 126.0 million in the Middle East edutainment market.
  • Global spending on EdTech is forecast to hit 252 billion by 2020 due to its integral role in the edutainment industry.
  • The smartphone/tablet output type segment is expected to expand the fastest at a CAGR of 19.7% from 2020 to 2027.
  • AR/VR technologies in the edutainment market are expected to grow by 37.4% CAGR from 2020 to 2026.
  • In 2020, kids aged between 2-5 years old spent an average of 32 minutes per day on smartphone/tablet edutainment.
  • Middle East's edutainment market in the age segment of 8-12 is expected to expand at a CAGR of 18.0% between 2020 to 2027.
  • The Interactive edutainment market is expected to register a CAGR of 17% during 2020-2023.
  • In 2019, LEGO Group, an edutainment company, reported global consumer sales growth of 5.6%.
  • "Sesame Street," a flagship edutainment program, reaches 156 million children globally.
  • According to a 2020 survey, 59% of parents in the U.S. feel that their child benefits from educational TV shows, a key component of the edutainment industry.

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In today’s digital age, the edutainment industry has become a significant player in the world of entertainment and education. Through a harmonious blend of learning and entertainment, edutainment has captured the attention of audiences young and old alike. In this blog post, we will delve into the statistics behind the edutainment industry, exploring its growth, impact, and future trends. Join us as we uncover the fascinating world of edutainment through a statistical lens.

The Latest Edutainment Industry Statistics Explained

The global edutainment market size was valued at USD 1.50 billion in 2019, and is expected to grow at a compound annual growth rate (CAGR) of 16.1% from 2020 to 2027.

This statistic indicates that the global edutainment market was worth USD 1.50 billion in 2019, and it is projected to experience rapid growth with a compound annual growth rate (CAGR) of 16.1% from 2020 to 2027. This suggests that the market is expanding significantly and is expected to nearly triple in value by the end of the forecast period. The strong growth forecast implies increasing demand for educational entertainment offerings across various industries and regions, driven by factors such as technological advancements, changing consumer preferences, and the growing emphasis on enhancing learning experiences through engaging and interactive content.

Edutainment market in APAC (Asia Pacific) is projected to grow at the highest CAGR of 18.3% during 2020–2025.

The statistic indicates that the edutainment (education + entertainment) market in the Asia Pacific region is expected to experience significant growth over the period from 2020 to 2025, with a compound annual growth rate (CAGR) of 18.3%. This suggests that the market for educational entertainment products and services, such as educational games, interactive learning platforms, and other forms of entertainment with educational components, is expanding rapidly in the Asia Pacific region. This growth rate is higher compared to other regions, highlighting the increasing demand for innovative and engaging methods of learning among consumers in APAC. The projection implies potential opportunities for businesses operating in the edutainment sector to capitalize on this rising trend and cater to the growing needs of the market in the region.

By 2026, the edutainment market is expected to reach $6.91 billion globally.

The statistic “By 2026, the edutainment market is expected to reach $6.91 billion globally” indicates the projected value of the educational entertainment industry in the year 2026. This figure represents the anticipated total revenue generated by edutainment products and services worldwide, encompassing a diverse range of educational content and activities designed to entertain and educate individuals across various age groups. The forecasted market size of $6.91 billion suggests a growing demand for innovative and engaging learning experiences, driven by technological advancements, evolving consumer preferences, and a continued emphasis on lifelong learning and skill development. As such, it highlights the significant economic potential and opportunities within the edutainment sector for businesses, investors, and stakeholders looking to tap into this expanding market.

From 2020 to 2027, the video type edutainment market is projected to grow at a higher CAGR of 17.1%.

This statistic indicates that the edutainment market segment within the video industry is expected to experience significant growth from 2020 to 2027, as reflected by a Compound Annual Growth Rate (CAGR) of 17.1%. A CAGR of 17.1% implies that the market size for edutainment videos is projected to increase by an average of 17.1% annually over the specified time period. This rapid growth suggests a strong market demand for educational and entertaining video content, which could be driven by factors such as increasing interest in online learning, changing consumer preferences towards informative yet engaging content, and advancements in technology that make it easier to access and consume videos. Overall, the outlook for the edutainment market appears positive, with substantial growth prospects in the coming years.

North America accounted for the largest share of over 25% in terms of revenue in 2019 in the edutainment market.

The statistic indicates that North America held the highest proportion of revenue within the edutainment market in 2019, accounting for over 25% of the total revenue generated. This information suggests that North America was the leading region in terms of financial contribution to the edutainment industry during that year. This dominance could be attributed to various factors, such as a strong economy, high levels of disposable income, advanced technological infrastructure, and a growing emphasis on education and entertainment among the population. This statistic highlights the significant market presence of North America in the edutainment sector and its potential as a key market for industry players looking to capitalize on the region’s consumer base and economic opportunities.

7 in 10 parents say entertainment educates their kids.

The statistic “7 in 10 parents say entertainment educates their kids” suggests that a significant majority of parents believe that entertainment plays a role in educating their children. This statistic indicates that a strong majority of parents perceive entertainment, such as movies, TV shows, and games, as having educational value for their kids. This finding highlights the potential influence that various forms of entertainment can have on children’s learning and development, showcasing the importance of considering the educational content and messages embedded in entertainment media when it comes to shaping children’s attitudes, values, and knowledge.

Gamification & enablers technology segment is poised to expand at a CAGR of 17.5% from 2020 to 2027 in the edutainment market.

This statistic indicates that the Gamification & enablers technology segment within the edutainment market is expected to experience significant growth over the period from 2020 to 2027. The Compound Annual Growth Rate (CAGR) of 17.5% suggests a steady expansion in this specific segment, driven by factors such as increasing adoption of gamification tools and enablers technology in educational and entertainment content. This growth projection indicates a promising opportunity for businesses and stakeholders operating within the edutainment sector to capitalize on the growing demand for interactive and engaging learning experiences that combine entertainment elements with educational content.

The Middle East’s edutainment market is estimated to reach USD 570.1 million by 2027, registering a CAGR of 16.5%.

This statistic indicates that the edutainment market in the Middle East is expected to grow significantly and reach a value of USD 570.1 million by the year 2027. The Compound Annual Growth Rate (CAGR) of 16.5% suggests a strong and steady growth trend over the forecast period. This growth can be attributed to factors such as increasing demand for educational and entertaining content, technological advancements, and growing investments in the education sector in the region. This statistic implies a lucrative opportunity for businesses operating in the edutainment industry to expand their presence and capitalize on the growing market in the Middle East.

Indoor edutainment market segment held the largest market share of over 60.0% in 2019.

The statistic indicates that in 2019, the indoor edutainment market segment accounted for more than 60.0% of the total market share within the industry. This suggests that indoor edutainment experiences, such as educational entertainment centers or activities, were the most dominant and popular among consumers during that year. The high market share held by this segment implies that it was a significant driver of revenue and growth within the overall industry, highlighting the strong demand for educational and interactive indoor entertainment options among consumers. This statistic underscores the importance and appeal of indoor edutainment offerings in capturing a substantial portion of the market share in 2019.

By 2025, the online segment is expected to reach a value of USD 126.0 million in the Middle East edutainment market.

This statistic indicates that in the Middle East region, the online segment of the edutainment market is forecasted to achieve a value of USD 126.0 million by the year 2025. This suggests a significant growth and opportunity in the online edutainment sector, reflecting the increasing interest and investment in technology-driven educational and entertainment content in the region. The projected value signifies the potential market size and revenue that can be generated by online edutainment platforms and services in the Middle East by 2025, highlighting a growing trend towards digital learning and entertainment experiences in the region.

Global spending on EdTech is forecast to hit 252 billion by 2020 due to its integral role in the edutainment industry.

The statistic states that global spending on Educational Technology (EdTech) is predicted to reach $252 billion by the year 2020. This significant increase in spending is attributed to the crucial role that EdTech plays in the intersection of education and entertainment industries, also known as the edutainment industry. EdTech encompasses a wide range of digital tools and technologies that enhance and support learning experiences, including online platforms, interactive apps, virtual reality, and more. The forecasted growth in spending reflects the increasing recognition of the value that EdTech brings to education by making learning more engaging, interactive, and accessible on a global scale.

The smartphone/tablet output type segment is expected to expand the fastest at a CAGR of 19.7% from 2020 to 2027.

This statistic indicates that the smartphone/tablet output type segment within the market is projected to experience the most rapid growth between 2020 to 2027 with a compound annual growth rate (CAGR) of 19.7%. This suggests that the demand for products falling within this output type category, such as smartphones and tablets, is expected to increase significantly over the specified time period. The substantial growth rate highlights the rising preference for these devices among consumers, possibly driven by technological advancements, increasing access to mobile internet, and a shift towards more portable and convenient computing solutions. Businesses operating within this market segment may benefit from this trend by focusing their strategies and resources towards catering to the growing demand for smartphone and tablet-related products.

AR/VR technologies in the edutainment market are expected to grow by 37.4% CAGR from 2020 to 2026.

This statistic indicates that Augmented Reality (AR) and Virtual Reality (VR) technologies in the edutainment market are projected to experience a Compound Annual Growth Rate (CAGR) of 37.4% from 2020 to 2026. This growth rate suggests a substantial increase in the adoption and utilization of AR and VR technologies within the edutainment sector over the specified time frame. The CAGR showcases the steady annual growth rate at which the market for AR/VR technologies is expected to expand, emphasizing the potential for significant advancements in educational and entertainment experiences through the integration of these innovative technologies.

In 2020, kids aged between 2-5 years old spent an average of 32 minutes per day on smartphone/tablet edutainment.

The statistic indicates that in 2020, children aged 2 to 5 years old spent an average of 32 minutes per day engaging with educational entertainment (edutainment) content on smartphones or tablets. This suggests that young children are incorporating digital devices into their daily routines for educational purposes, potentially supplementing traditional learning methods with interactive and engaging content. The statistic highlights a trend towards the use of technology as a tool for early childhood education, which has implications for the way children are receiving and engaging with educational material in the digital age.

Middle East’s edutainment market in the age segment of 8-12 is expected to expand at a CAGR of 18.0% between 2020 to 2027.

This statistic means that the edutainment market in the Middle East, specifically targeting the age group of 8 to 12 years old, is projected to experience a Compound Annual Growth Rate (CAGR) of 18.0% between the years 2020 and 2027. This indicates a significant growth trend in the market over the stated period, suggesting a growing demand for educational entertainment content and products tailored for children in this age group. The CAGR serves as a useful metric to understand the average annual growth rate of the market, emphasizing the potential opportunities and increasing popularity of edutainment offerings within the Middle East region aimed at children between the ages of 8 and 12.

The Interactive edutainment market is expected to register a CAGR of 17% during 2020-2023.

This statistic suggests that the Interactive edutainment market is projected to experience a Compound Annual Growth Rate (CAGR) of 17% between the years 2020 and 2023. The forecast indicates a rapid growth trend in this sector over the specified timeframe. A CAGR of 17% implies a consistent rate of growth year over year, reflecting the potential for substantial expansion within the Interactive edutainment market. This statistic signals a positive outlook for the industry, suggesting opportunities for businesses, investors, and stakeholders within the Interactive edutainment sector in the coming years.

In 2019, LEGO Group, an edutainment company, reported global consumer sales growth of 5.6%.

The statistic indicates that in 2019, the LEGO Group experienced a 5.6% increase in worldwide consumer sales. This growth rate suggests that the company’s products and services were well-received by customers around the world, leading to an overall increase in revenue generated from consumer purchases. A 5.6% growth rate is generally seen as positive for a company, as it demonstrates an expansion of market share and an increase in demand for their products. This statistic reflects the success of the LEGO Group in attracting and retaining customers, as well as their ability to adapt to changing market trends and consumer preferences in the edutainment industry.

“Sesame Street,” a flagship edutainment program, reaches 156 million children globally.

The statistic “Sesame Street,” a flagship edutainment program, reaches 156 million children globally signifies the widespread impact and reach of the television show in educating and entertaining children worldwide. With a viewership of 156 million children, the program has successfully captured the attention of a significant portion of the global youth population, providing them with valuable educational content in an engaging format. This statistic underscores the program’s effectiveness in reaching a diverse audience across different countries and cultures, highlighting the importance and influence of edutainment initiatives in shaping the learning experiences of children on a global scale.

According to a 2020 survey, 59% of parents in the U.S. feel that their child benefits from educational TV shows, a key component of the edutainment industry.

The statistic indicates that, based on a survey conducted in 2020, 59% of parents in the United States believe that educational TV shows, which are a central feature of the edutainment industry, provide benefits to their children. This finding suggests that a majority of parents see value in using television programs as a tool to educate and entertain their children. The high percentage of parents endorsing the benefits of educational TV shows highlights the popularity and perceived effectiveness of this form of media in enhancing children’s learning experiences. This statistic underscores the significance of edutainment programming in shaping children’s educational development and reflects a positive perception among parents regarding the role of TV shows in supplementing their children’s learning outside of traditional educational settings.

Conclusion

The statistics presented in this blog post highlight the significant growth and influence of the edutainment industry. As technology continues to advance and consumers seek more engaging and educational content, this sector is poised for further expansion. With a diverse range of platforms and formats available, the edutainment industry has the potential to revolutionize how we learn and interact with information in the digital age.

References

0. – https://www.www.marketsandmarkets.com

1. – https://www.www.commonsensemedia.org

2. – https://www.www.grandviewresearch.com

3. – https://www.www.alliedmarketresearch.com

4. – https://www.www.technavio.com

5. – https://www.www.statista.com

6. – https://www.www.lego.com

7. – https://www.www.marketstudyreport.com

8. – https://www.builtin.com

9. – https://www.www.sesameworkshop.org

10. – https://www.www.prnewswire.com

How we write our statistic reports:

We have not conducted any studies ourselves. Our article provides a summary of all the statistics and studies available at the time of writing. We are solely presenting a summary, not expressing our own opinion. We have collected all statistics within our internal database. In some cases, we use Artificial Intelligence for formulating the statistics. The articles are updated regularly.

See our Editorial Process.

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