市場調查報告書
商品編碼
1464866
教育娛樂市場:按內容類型、平台和最終用戶分類 - 2024-2030 年全球預測Edutainment Market by Content Type (Academic Subjects, Creativity & Arts, Health & Fitness), Platform (Books & eBooks, Games & Interactive Systems, Mobile Apps), End-User - Global Forecast 2024-2030 |
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預計2023年教育娛樂市場規模為42.8億美元,預計2024年將達到49.4億美元,2030年將達到120.1億美元,複合年成長率為15.87%。
教育娛樂是由「Education」和「Entertainment」組合而成的一個詞,指的是旨在透過娛樂進行教育的內容。這種創新方法旨在使學習變得有趣和有吸引力,並有多種形式,包括電視節目、電動遊戲、網站,甚至將教育內容與有趣型態融為一體的教育玩具。隨著智慧型裝置和高速網路的出現,數位科技的發展正在增加對教育娛樂的需求。企業和政府機構擴大轉向教育娛樂的培訓和發展。家長在傳統課堂之外尋求學習平台來補充孩子教育的趨勢也正在創造教育娛樂的平台。然而,缺乏對基於遊戲的學習方法的關注以及教育娛樂學習的失敗正在阻礙市場的成長。擴增實境的實施以及基於語言的學習的需求和採用等技術進步預計將創造市場機會。
主要市場統計 | |
---|---|
基準年[2023] | 42.8億美元 |
預測年份 [2024] | 49.4億美元 |
預測年份 [2030] | 120.1億美元 |
複合年成長率(%) | 15.87% |
內容類型迎合各種年齡層和興趣的教育娛樂內容越來越受歡迎。
教育娛樂的內容既具有教育意義又具有娛樂性,旨在讓學習變得有趣和吸引人。它跨越各種平台,包括線上課程、電動遊戲、電視節目和應用程式,迎合了廣泛的年齡和興趣。科目涵蓋數學、科學、歷史、日語等傳統教育領域。學術教育娛樂旨在透過結合互動元素、多媒體和遊戲化來增強傳統的學習方法。目的是提高對科目的理解和記憶,鼓勵繼續學習,並使更多人能夠接受教育。在創造力和藝術領域,教育娛樂的重點是培養藝術技能和創造性思維。這包括從音樂和繪畫到數位藝術和講故事的一切。互動教程、創造性挑戰、教育遊戲等是個人探索和發展藝術能力的途徑。在這個領域,您不僅會發展您的技術技能,還會發展您的想像探索和個人表達。與健康和健身相關的教育娛樂旨在透過引人入勝的內容來教育個人有關健康生活、體能訓練、營養和心理健康的知識。追蹤進度的互動式應用程式和遊戲、虛擬鍛鍊課程和飲食規劃工具是該領域教育娛樂應用程式的範例。我們的目標是讓獲得健康知識並將健身融入您的生活方式成為一個有趣且有益的過程。生活技能教育娛樂於專注於日常生活和自我發展所必需的技能,例如金融知識、時間管理、烹飪和社交技能。這些教育娛樂的工具使用互動式模組、模擬和現實生活場景來幫助個人獲得更有效、更獨立地駕馭生活各個方面的知識。
最終使用者:成人對教育娛樂的採用率很高,因為它提供了靈活的學習機會。
成人教育娛樂旨在以引人入勝的方式提供教育內容,重點關注專業發展、語言學習以及烹飪和攝影等個人興趣領域。該領域通常透過網路研討會、播客和互動式應用程式等平台整合技術,以提供適合繁忙日程的靈活學習機會。內容通常更加複雜,著重於技能發展、職業發展和終身學習。 6至12歲的兒童正處於認知、情緒和社交發展的關鍵階段。這組教育娛樂的主要目的是在娛樂的同時補充學校學習。透過互動軟體、遊戲和活動介紹科學、數學、語言藝術和社會研究概念,以提高解決問題和批判性思考能力。此外,為了以平易近人的形式提供教育內容,內容通常著重於人物和故事。青少年的「教育娛樂」旨在滿足他們先進的認知能力和多樣化的興趣。這部分包含廣泛的主題,包括高級學術、生活技能和職業探索。 YouTube 教育頻道、模擬遊戲和虛擬實境體驗等熱門平台旨在提供有抱負和鼓舞人心的內容,並鼓勵自主學習和探索。最年輕的最終使用者(幼兒和學齡前兒童)透過高度互動、豐富多彩且有趣的內容沉浸在教育娛樂中。教育娛樂著重於字母辨識、基本算術、顏色、形狀和社交技能等基本技能,通常透過動畫影片、互動遊戲和故事應用程式來傳遞。這些內容旨在鼓勵在培育和參與的環境中早期學習和發展,並且通常包括家長的參與。
區域洞察
在技術進步和網際網路高普及的推動下,教育娛樂在美洲正在經歷顯著成長。該市場容納了多種形式,從針對幼兒的教育應用程式到適合所有年齡層的互動博物館和科學中心。 STEM(科學、技術、工程和數學)教育受到廣泛關注,許多教育娛樂旨在使這些學科更容易理解、更具吸引力。教育內容創作者和學校之間的合作也變得越來越普遍,教育娛樂產品在教育環境中越來越普及。由於中產階級的不斷壯大和教育投資的增加,亞太地區的教育娛樂產業正在蓬勃發展。隨著教育娛樂數位平台的普及,中國、印度、韓國和其他國家處於領先地位。該地區非常重視兒童的語言學習和編碼,這反映了該地區在教育方面的優先事項。文化因素也發揮著重要作用,內容通常根據當地價值和教育目標量身定做。此外,政府提高教育標準的努力透過將科技融入學習環境來間接支持教育娛樂產業。 EMEA(歐洲、中東和非洲)地區呈現多樣化的教育娛樂格局,不同國家的採用和發展也存在差異。歐洲擁有悠久的公共廣播傳統,許多網路都為兒童提供教育節目。特別是在西歐,互動科學中心和博物館正在興起。中東地區,特別是海灣地區,對教育娛樂的投資非常大,重點是阿拉伯語和英語雙語內容,服務於教育和文化保護。儘管非洲在這一領域仍處於新興階段,但考慮到非洲大陸的行動普及迅速擴大,它顯示出了成長潛力,特別是在基於行動的教育娛樂解決方案方面。
FPNV定位矩陣
FPNV定位矩陣對於評估教育娛樂市場至關重要。我們檢視與業務策略和產品滿意度相關的關鍵指標,以對供應商進行全面評估。這種深入的分析使用戶能夠根據自己的要求做出明智的決策。根據評估,供應商被分為四個成功程度不同的像限:前沿(F)、探路者(P)、利基(N)和重要(V)。
市場佔有率分析
市場佔有率分析是一種綜合工具,可對教育娛樂市場中供應商的現狀進行深入而詳細的研究。全面比較和分析供應商在整體收益、基本客群和其他關鍵指標方面的貢獻,以便更好地了解公司的績效及其在爭奪市場佔有率時面臨的挑戰。此外,該分析還提供了對該行業競爭特徵的寶貴見解,包括在研究基準年觀察到的累積、分散主導地位和合併特徵等因素。詳細程度的提高使供應商能夠做出更明智的決策並制定有效的策略,從而在市場上獲得競爭優勢。
1. 市場滲透率:提供有關主要企業所服務的市場的全面資訊。
2. 市場開拓:我們深入研究利潤豐厚的新興市場,並分析其在成熟細分市場的滲透率。
3. 市場多元化:提供有關新產品發布、開拓地區、最新發展和投資的詳細資訊。
4.競爭評估與資訊:對主要企業的市場佔有率、策略、產品、認證、監管狀況、專利狀況、製造能力等進行全面評估。
5. 產品開發與創新:提供對未來技術、研發活動和突破性產品開發的見解。
1.教育娛樂市場的市場規模與預測是多少?
2.在教育娛樂市場預測期內需要考慮投資的產品、細分市場、應用程式和領域有哪些?
3.教育娛樂市場的技術趨勢與法規結構是什麼?
4.教育娛樂市場主要廠商的市場佔有率是多少?
5.進入教育娛樂市場的合適型態和策略手段是什麼?
[194 Pages Report] The Edutainment Market size was estimated at USD 4.28 billion in 2023 and expected to reach USD 4.94 billion in 2024, at a CAGR 15.87% to reach USD 12.01 billion by 2030.
Edutainment, a term derived from the combination of "education" and "entertainment," refers to content designed to educate through entertainment. This innovative approach aims at making learning enjoyable and engaging, covering various forms, including television programs, video games, websites, and even educational toys that blend instructional content with fun elements. The growth in digital technology with the advent of smart devices and high-speed internet is increasing the demand for edutainment. Businesses and governments are increasingly adopting edutainment tools for training and development, recognizing the effectiveness of engaging content in improving learning outcomes. A growing trend among parents to seek out additional learning platforms outside of the conventional classroom setting to supplement their children's education is creating a platform for edutainment. However, lack of action in game-based learning approaches, and failure to edutainment learning hamper market growth. Technological advancements such as the implementation of augmented reality and the increasing need and adoption of language-based learning are expected to create a market opportunity.
KEY MARKET STATISTICS | |
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Base Year [2023] | USD 4.28 billion |
Estimated Year [2024] | USD 4.94 billion |
Forecast Year [2030] | USD 12.01 billion |
CAGR (%) | 15.87% |
Content Type: Growing popularity of edutainment content that cater to a wide range of age groups and interests
Edutainment content is designed to be both educational and entertaining, aiming to make learning enjoyable and engaging. It spans various platforms, including online courses, video games, TV shows, and apps, catering to a wide range of age groups and interests. Academic subjects cover traditional educational disciplines such as mathematics, science, history, and language arts. Edutainment in academic subjects seeks to enhance traditional learning methods by incorporating interactive elements, multimedia, and gamification. The goal is to improve understanding and retention of subject matter, motivate continuous learning, and make education accessible to a broader audience. In the creativity & arts, edutainment focuses on fostering artistic skills and creative thinking. This includes everything from music and painting to digital arts and storytelling. Interactive tutorials, creative challenges, and educational games are some avenues through which individuals can explore and develop their artistic abilities. This segment not only enhances technical skills but also encourages imaginative exploration and personal expression. Edutainment related to health & fitness aims to educate individuals about healthy living, physical exercise, nutrition, and mental well-being through engaging content. Interactive apps and games that track progress, virtual workout sessions, and diet planning tools are examples of edutainment applications in this area. The objective is to make gaining knowledge about health and implementing fitness into one's lifestyle an enjoyable and rewarding process. Life skills edutainment focuses on essential skills for daily living and personal development, such as financial literacy, time management, cooking, and social skills. By using interactive modules, simulations, and real-life scenarios, these edutainment tools seek to equip individuals with the know-how to navigate various aspects of life more effectively and independently.
End-User: High adoption of edutainment among adults to provide flexible learning opportunities
Edutainment for adults is designed to offer educational content in an engaging manner, focusing on professional development, language learning, and personal interest areas such as cooking or photography. This segment often integrates technology through platforms such as webinars, podcasts, and interactive apps to provide flexible learning opportunities that accommodate busy schedules. The content is typically more sophisticated, with a focus on skill enhancement, career development, and lifelong learning. Children in the 6-12 age group are at a critical stage of cognitive, emotional, and social development. Edutainment for this cohort is primarily designed to supplement school learning with fun. It introduces concepts in science, mathematics, language arts, and social studies through interactive software, games, and activities that promote problem-solving and critical-thinking skills. The content is often character-based and story-driven to maintain engagement and ensure educational content is delivered in an approachable manner. For teenagers, edutainment is crafted to resonate with their advanced cognitive abilities and varied interests. This segment incorporates a wide range of topics, including advanced academic subjects, life skills, and career exploration. Platforms such as educational YouTube channels, simulation games, and virtual reality experiences are popular, offering content that is both aspirational and inspirational, designed to motivate self-directed learning and exploration. The youngest end-users, toddlers, & preschoolers, engage with edutainment through highly interactive, colorful, and playful content. Focused on foundational skills such as alphabet recognition, basic numeracy, colors, shapes, and social skills, edutainment for this group is often delivered through animated videos, interactive games, and story apps. The content aims to stimulate early learning and development in a nurturing and engaging environment, often with parental participation as a key component.
Regional Insights
In the Americas, edutainment has seen significant growth, driven by advances in technology and high internet penetration. The market has embraced diverse formats from educational apps targeting young children to interactive museums and science centers that cater to all ages. There is a strong focus on STEM (Science, Technology, Engineering, and Mathematics) education, with many edutainment offerings designed to make these subjects more accessible and engaging. Partnerships between educational content creators and schools have also become more common, expanding the reach of edutainment products into formal education settings. The APAC region is experiencing rapid growth in the edutainment sector, fueled by a growing middle class and increased investment in education. Countries such as China, India, and South Korea are leading the charge, with a notable surge in digital edutainment platforms due to widespread mobile adoption. There is a significant emphasis on language learning and coding for children, reflecting regional priorities in education. Cultural factors also play a crucial role, as content is often tailored to reflect local values and educational goals. Furthermore, government initiatives aimed at improving educational standards are indirectly supporting the edutainment industry by integrating technology into learning environments. The EMEA region presents a diverse edutainment landscape, with variations in adoption and development across countries. In Europe, there is a strong tradition of public broadcasting, with many networks offering educational programming for children. This is complemented by a growing number of interactive science centers and museums, particularly in Western Europe. The Middle East has seen notable investments in edutainment, particularly in the Gulf countries, where there is an emphasis on bilingual content in Arabic and English to serve both educational and cultural preservation purposes. Africa, while still emerging in this space, shows potential for growth, especially in mobile-based edutainment solutions, given the continent's rapidly expanding mobile penetration.
FPNV Positioning Matrix
The FPNV Positioning Matrix is pivotal in evaluating the Edutainment Market. It offers a comprehensive assessment of vendors, examining key metrics related to Business Strategy and Product Satisfaction. This in-depth analysis empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success: Forefront (F), Pathfinder (P), Niche (N), or Vital (V).
Market Share Analysis
The Market Share Analysis is a comprehensive tool that provides an insightful and in-depth examination of the current state of vendors in the Edutainment Market. By meticulously comparing and analyzing vendor contributions in terms of overall revenue, customer base, and other key metrics, we can offer companies a greater understanding of their performance and the challenges they face when competing for market share. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With this expanded level of detail, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.
Key Company Profiles
The report delves into recent significant developments in the Edutainment Market, highlighting leading vendors and their innovative profiles. These include Animated Technologies Ltd., Archy Learning, Batia Infotech, Blooket LLC, Breakout Inc., Bright Horizons Family Solutions Inc., Centrical, Classcraft Studios Inc., Cognitive ToyBox, Inc., Discovery Kids by Discovery Communications, LLC, Duolingo, Inc., Hornbill FX Private Limited, Hurix Systems Pvt. Ltd., Kahoot! ASA, KidZania Operations, S.a.r.l., Kuato Studios, Layup by Creative eLearning Pvt. Ltd., Legoland Discovery Centre, Lumos Labs, Inc., Microsoft Corporation, National Geographic Partners, LLC, Prodigy Education Inc., Quizlet, Inc., QuoDeck Technologies PLC, Schell Games, Smart Lumies, Inc., and Udemy, Inc..
Market Segmentation & Coverage
1. Market Penetration: It presents comprehensive information on the market provided by key players.
2. Market Development: It delves deep into lucrative emerging markets and analyzes the penetration across mature market segments.
3. Market Diversification: It provides detailed information on new product launches, untapped geographic regions, recent developments, and investments.
4. Competitive Assessment & Intelligence: It conducts an exhaustive assessment of market shares, strategies, products, certifications, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players.
5. Product Development & Innovation: It offers intelligent insights on future technologies, R&D activities, and breakthrough product developments.
1. What is the market size and forecast of the Edutainment Market?
2. Which products, segments, applications, and areas should one consider investing in over the forecast period in the Edutainment Market?
3. What are the technology trends and regulatory frameworks in the Edutainment Market?
4. What is the market share of the leading vendors in the Edutainment Market?
5. Which modes and strategic moves are suitable for entering the Edutainment Market?