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市場調查報告書
商品編碼
1906111

教育娛樂:市場佔有率分析、產業趨勢與統計、成長預測(2026-2031)

Edutainment - Market Share Analysis, Industry Trends & Statistics, Growth Forecasts (2026 - 2031)

出版日期: | 出版商: Mordor Intelligence | 英文 150 Pages | 商品交期: 2-3個工作天內

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簡介目錄

2025年,教育娛樂市場價值53.7億美元,預計2031年將達到91.2億美元,高於2026年的58.7億美元。

預計在預測期(2026-2031 年)內,複合年成長率將達到 9.22%。

教育娛樂市場-IMG1

這種穩定成長反映了市場環境的日趨成熟,成熟平台鞏固了其用戶基礎,而5G和擴增實境(AR)等新興技術則正在改變內容傳送。儘管互動產品仍然擁有最多的每日有效用戶,但融合遊戲機制和結構化教學的混合形式正在迅速發展。由於5G的全球普及,行動應用在分發管道佔據主導地位,實現了即時多人學習。同時,企業採購部門正在增加對身臨其境型軟性技能發展模組的投入。兒童資料隱私監管力度的加大也影響教育娛樂市場,這使得那些能夠平衡用戶參與和合規性的公司更具優勢。此外,由生成式人工智慧編寫工具帶來的內容製作成本降低,也為利基供應商和區域專家開闢了新的發展道路。

全球教育娛樂市場趨勢與洞察

5G將促進行動微學習

超低延遲網路正在變革教育內容傳送,使以往需要桌上型電腦處理能力才能實現的即時協作體驗成為可能。 2024年,主要都會地區的5G基礎設施覆蓋率將達到85%,進而減少內容緩衝延遲,提升身臨其境型學習體驗。這項技術的影響遠不止於更快的下載速度:它還支援擴增實境(AR)應用,可以將情境資訊疊加到實體環境中,在博物館、零售店和戶外場所創造基於位置的學習機會。企業培訓計畫也擴大利用支援5G的行動裝置進行「即時」技能提升。員工現在可以在工作中隨時取得操作指南,而無需參加單獨的培訓課程。這種向「環境學習」融合的轉變標誌著教育模式從預定的課時活動轉向融入日常工作流程的持續技能提升的根本性轉變。

遊戲化的語言學習應用程式正變得越來越受歡迎。

行為心理學研究表明,遊戲化應用中採用可變獎勵機制比傳統教育軟體能帶來更高的用戶留存率。整合競爭和社交功能可使每日活躍用戶數提升40%至60%。多鄰國的持續學習追蹤系統和聯賽功能在2024年使每日有效用戶增加了51%,這表明遊戲設計原則如何在最初的新鮮感過後維持用戶的長期參與。語言學習應用的成功也為其他領域的應用創造了機會,例如數學和科學教育,這些領域正擴大採用類似的進度系統、成就徽章和同儕比較功能。這種用戶參與模式也對獲利模式產生正面影響,因為持續的每日活躍用戶數提高了免費用戶轉換為付費用戶的率,同時也創造了廣告空間,從而帶來額外的收入來源。

課程標準碎片化導致採購延遲。

教育內容必須符合各州、地方和國家不同的課程框架,隨著地理市場的擴張,開發成本呈指數級成長。美國有50個不同的州教育標準,此外,各州對「共同核心標準」(Common Core)的採用也存在差異;歐盟則有27個國家課程體系,難以實現統一。內容在地化的要求不僅限於語言翻譯,還包括文化參考、歷史觀點以及反映區域教育理念的教學方法。這種碎片化阻礙了內容創作的規模經濟,迫使企業在通用材料覆蓋廣泛市場和客製化產品深度滲透市場之間做出選擇,而這限制了其擴充性。

細分市場分析

到2025年,互動產品將維持47.05%的市場佔有率,這反映出市場對融合娛樂機制與教育目標的趣味化學習體驗的持續需求。混合解決方案將以18.11%的複合年成長率(CAGR)實現最快成長,直至2031年。內容創作者將互動元素與傳統教學影片和評估工具結合,以最大限度地滿足不同學習偏好,從而提升用戶參與度。混合方案透過精心平衡的內容構建,既能滿足教育機構對限制螢幕時間的擔憂,又能維持遊戲化學習的激勵作用。雖然非互動產品在需要結構化資訊呈現以滿足課程要求的正規教育環境中仍然有用,但與動態方案相比,其靜態特性限制了使用者的參與度。

探究式產品帶來了新的機遇,虛擬實地考察和模擬學習正日益受到教育者的青睞,他們希望在不受後勤限制的情況下獲得真實、體驗式的學習。新冠疫情加速了虛擬實驗室體驗和歷史遺址參觀的普及,為超越物理限制的身臨其境型教育內容樹立了先例。生成式人工智慧工具透過自動調整不同互動模式的內容,在降低製作成本的同時,維持了在各種學習環境中的教育效果,從而日益支持混合產品的開發。

區域分析

北美地區在2025年之前將維持33.10%的市場佔有率,這得益於其完善的教育科技基礎設施和優先投資於員工發展的企業培訓預算。亞太地區將以10.21%的複合年成長率實現最快成長,這主要得益於政府主導的數位化舉措、不斷壯大的中產階級以及繞過傳統運算基礎設施的行動優先技術應用模式。歐洲市場對資料隱私合規性和教育研究驗證的重視,雖然設定了較高的進入門檻,但也為符合嚴格監管要求的解決方案創造了溢價機會。

在中東和非洲地區,網路連線的改善和政府對教育投入的增加正在創造新的成長機會。然而,經濟波動和基礎設施的限制限制了近期的成長潛力。在南美洲,全球平台正日益將西班牙語和葡萄牙語內容在地化,而本地內容創作者則在開發符合當地課程要求和學習偏好的文化相關資料。這種地理分佈反映的是數位轉型的不同階段,而非市場規模的固有限制,這表明隨著新興經濟體基礎設施的完善,未來可能會出現融合趨勢。

其他福利:

  • Excel格式的市場預測(ME)表
  • 3個月的分析師支持

目錄

第1章 引言

  • 研究假設和市場定義
  • 調查範圍

第2章調查方法

第3章執行摘要

第4章 市場情勢

  • 市場概覽
  • 市場促進因素
    • 5G賦能的行動微學習快速發展
    • 遊戲化語言學習應用程式的迅速普及
    • 政府強制要求在K-12課程中進行STEM教育
    • 企業身臨其境型軟性技能培訓的技能提升預算
    • 娛樂工作室擴大教育娛樂娛樂智慧財產權
    • 生成式人工智慧工具可大幅降低內容製作成本。
  • 市場限制
    • 課程標準碎片化導致採購延遲。
    • 螢幕時間對健康的擔憂引發監管審查
    • 新興市場AR/VR硬體前期成本高昂
    • 教師缺乏互動式教學方法的培訓
  • 價值/供應鏈分析
  • 監管環境
  • 技術展望
  • 波特五力模型
    • 新進入者的威脅
    • 供應商的議價能力
    • 買方的議價能力
    • 替代品的威脅
    • 競爭對手之間的競爭

第5章 市場規模與成長預測

  • 依產品類型
    • 互動的
    • 非互動式
    • 混合
    • 探索性的
  • 按最終用途分類的年齡層
    • 孩子們
    • 青少年
    • 青年人
    • 成人
  • 按平台
    • 行動應用
    • PC/主機
    • 基於網路的
    • AR/VR
    • 電視/串流媒體
  • 按地區
    • 北美洲
      • 美國
      • 加拿大
      • 墨西哥
    • 南美洲
      • 巴西
      • 秘魯
      • 智利
      • 阿根廷
      • 其他南美洲
    • 歐洲
      • 英國
      • 德國
      • 法國
      • 西班牙
      • 義大利
      • 比荷盧經濟聯盟
        • 比利時
        • 荷蘭
        • 盧森堡
      • 北歐國家
        • 丹麥
        • 芬蘭
        • 冰島
        • 挪威
        • 瑞典
      • 其他歐洲地區
    • 亞太地區
      • 印度
      • 中國
      • 日本
      • 澳洲
      • 韓國
      • 東南亞
        • 新加坡
        • 馬來西亞
        • 泰國
        • 印尼
        • 越南
        • 菲律賓
      • 亞太其他地區
    • 中東和非洲
      • 阿拉伯聯合大公國
      • 沙烏地阿拉伯
      • 南非
      • 奈及利亞
      • 其他中東和非洲地區

第6章 競爭情勢

  • 市場集中度
  • 策略趨勢
  • 市佔率分析
  • 公司簡介
    • Duolingo
    • BYJU'S
    • Kahoot!
    • Roblox Corporation
    • LEGO Education
    • Coursera
    • Osmo(Tangible Play)
    • Adventure Academy(Age of Learning)
    • Code.org
    • Prodigy Education
    • BBC Bitesize
    • Sesame Workshop
    • KidZania
    • Disney Imagicademy
    • Quizizz
    • Kahoot DragonBox
    • Labster
    • Google for Education
    • Microsoft Minecraft Education
    • GooseChase

第7章 市場機會與未來展望

簡介目錄
Product Code: 68694

The edutainment market was valued at USD 5.37 billion in 2025 and estimated to grow from USD 5.87 billion in 2026 to reach USD 9.12 billion by 2031, at a CAGR of 9.22% during the forecast period (2026-2031).

Edutainment - Market - IMG1

This measured growth reflects a maturing landscape in which established platforms consolidate user bases while emerging technologies such as 5G and augmented reality transform content delivery. Interactive products continue to attract the largest daily active user pools, yet hybrid formats that meld game mechanics with structured instruction are scaling rapidly. Mobile apps dominate distribution thanks to global 5G roll-outs that enable real-time, multiplayer learning sessions, while corporate purchasers expand spending on immersive soft-skill up-skilling modules. The edutainment market is also shaped by intensifying regulatory scrutiny over children's data privacy, favoring companies that can balance engagement with compliance. Meanwhile, falling content-production costs from generative-AI authoring tools widen entry paths for niche providers and regional specialists.

Global Edutainment Market Trends and Insights

5G-Enabled Mobile Micro-Learning Boom

Ultra-low latency networks transform educational content delivery by enabling real-time collaborative experiences that previously required desktop computing power. 5G infrastructure deployment reached 85% population coverage across major metropolitan areas in 2024, reducing content buffering delays that historically disrupted immersive learning sessions . The technology's impact extends beyond faster downloads to support augmented reality applications that overlay contextual information onto physical environments, creating location-based learning opportunities in museums, retail spaces, and outdoor settings. Corporate training programs increasingly leverage 5G-enabled mobile devices for just-in-time skill development, allowing employees to access procedural guidance during actual work tasks rather than separate training sessions. This shift toward ambient learning integration represents a fundamental departure from scheduled educational activities toward continuous capability enhancement embedded within daily workflows.

Rapid Adoption of Gamified Language-Learning Apps

Behavioral psychology research demonstrates that variable reward schedules in gamified applications generate higher user retention rates than traditional educational software, with daily active usage increasing 40-60% when competitive elements and social features are integrated. Duolingo's streak mechanics and league competitions drove 51% growth in daily active users during 2024, demonstrating how game design principles sustain long-term engagement beyond initial novelty periods . The success of language learning applications creates template opportunities for other subject areas, as mathematics and science educators adopt similar progression systems, achievement badges, and peer comparison features. Revenue models benefit from this engagement pattern, as sustained daily usage increases conversion rates from free to premium subscriptions while generating advertising inventory for supplementary monetization streams.

Fragmented Curriculum Standards Slowing Procurement

Educational content must align with diverse state, provincial, and national curriculum frameworks, creating development costs that scale exponentially with geographic market expansion. The United States maintains 50 different state education standards alongside Common Core adoption variations, while European Union countries implement 27 distinct national curricula that resist harmonization efforts. Content localization requirements extend beyond language translation to encompass cultural references, historical perspectives, and pedagogical approaches that reflect regional educational philosophies. This fragmentation prevents economies of scale in content production and forces companies to choose between broad market coverage with generic materials or deep market penetration with customized offerings that limit scalability potential.

Other drivers and restraints analyzed in the detailed report include:

  1. Government STEM Mandates in K-12 Curricula
  2. Corporate Up-Skilling Budgets for Immersive Soft-Skills
  3. High Upfront AR/VR Hardware Costs in Emerging Markets

For complete list of drivers and restraints, kindly check the Table Of Contents.

Segment Analysis

Interactive products maintain a 47.05% market share in 2025, reflecting sustained demand for gamified learning experiences that combine entertainment mechanics with educational objectives. Hybrid solutions demonstrate the fastest growth at 18.11% CAGR through 2031, as content creators blend interactive elements with traditional instructional videos and assessment tools to maximize engagement across diverse learning preferences. The hybrid approach addresses institutional concerns about screen time limitations while preserving the motivational benefits of game-based learning through carefully balanced content portfolios. Non-interactive products retain relevance in formal educational settings where curriculum compliance requires structured presentation of information, though their static nature limits user engagement compared to dynamic alternatives.

Explorative products represent emerging opportunities as virtual field trips and simulation-based learning gain acceptance among educators seeking authentic experiential learning without logistical constraints. The COVID-19 pandemic accelerated the adoption of virtual laboratory experiences and historical site tours, creating precedents for immersive educational content that transcends physical limitations. Generative AI tools increasingly support hybrid product development by automating content adaptation across different interaction modes, reducing production costs while maintaining pedagogical effectiveness across varied learning contexts.

The Edutainment Market Report is Segmented by Product Type (Interactive, Non-Interactive, Hybrid, Explorative), End-Use Age Group (Children, Teenagers, Young Adults, Adults), Platform (Mobile Apps, PC/Console, Web-Based, AR/VR, TV/Streaming), and Geography (North America, South America, Europe, Asia-Pacific, Middle East and Africa). The Market Forecasts are Provided in Terms of Value (USD).

Geography Analysis

North America maintains 33.10% market share in 2025, supported by established educational technology infrastructure and corporate training budgets that prioritize employee development investments. Asia-Pacific demonstrates the fastest regional growth at 10.21% CAGR, driven by government digitization initiatives, expanding middle-class populations, and mobile-first technology adoption patterns that bypass traditional computing infrastructure. European markets emphasize data privacy compliance and pedagogical research validation, creating higher barriers to entry but also premium pricing opportunities for solutions that meet stringent regulatory requirements.

Middle East and Africa represent emerging opportunities as internet connectivity improves and government education investments increase, though economic volatility and infrastructure limitations constrain near-term growth potential. South America benefits from Spanish and Portuguese language content localization efforts by global platforms, while regional content creators develop culturally relevant educational materials that address local curriculum requirements and learning preferences. The geographic distribution reflects varying stages of digital transformation rather than inherent market size limitations, suggesting convergence potential as infrastructure development progresses across emerging economies.

  1. Duolingo
  2. BYJU'S
  3. Kahoot!
  4. Roblox Corporation
  5. LEGO Education
  6. Coursera
  7. Osmo (Tangible Play)
  8. Adventure Academy (Age of Learning)
  9. Code.org
  10. Prodigy Education
  11. BBC Bitesize
  12. Sesame Workshop
  13. KidZania
  14. Disney Imagicademy
  15. Quizizz
  16. Kahoot DragonBox
  17. Labster
  18. Google for Education
  19. Microsoft Minecraft Education
  20. GooseChase

Additional Benefits:

  • The market estimate (ME) sheet in Excel format
  • 3 months of analyst support

TABLE OF CONTENTS

1 Introduction

  • 1.1 Study Assumptions & Market Definition
  • 1.2 Scope of the Study

2 Research Methodology

3 Executive Summary

4 Market Landscape

  • 4.1 Market Overview
  • 4.2 Market Drivers
    • 4.2.1 5G-enabled mobile micro-learning boom
    • 4.2.2 Rapid adoption of gamified language-learning apps
    • 4.2.3 Government STEM mandates in K-12 curricula
    • 4.2.4 Corporate up-skilling budgets for immersive soft-skills
    • 4.2.5 Edutainment IP extensions by global entertainment studios
    • 4.2.6 Generative-AI tools slashing content-production costs
  • 4.3 Market Restraints
    • 4.3.1 Fragmented curriculum standards slowing procurement
    • 4.3.2 Screen-time health concerns prompting regulatory scrutiny
    • 4.3.3 High upfront AR/VR hardware costs in emerging markets
    • 4.3.4 Teacher training gaps for interactive pedagogy
  • 4.4 Value / Supply-Chain Analysis
  • 4.5 Regulatory Landscape
  • 4.6 Technological Outlook
  • 4.7 Porter's Five Forces
    • 4.7.1 Threat of New Entrants
    • 4.7.2 Bargaining Power of Suppliers
    • 4.7.3 Bargaining Power of Buyers
    • 4.7.4 Threat of Substitute Products
    • 4.7.5 Competitive Rivalry

5 Market Size & Growth Forecasts

  • 5.1 By Product Type
    • 5.1.1 Interactive
    • 5.1.2 Non-Interactive
    • 5.1.3 Hybrid
    • 5.1.4 Explorative
  • 5.2 By End-Use Age Group
    • 5.2.1 Children
    • 5.2.2 Teenagers
    • 5.2.3 Young Adults
    • 5.2.4 Adults
  • 5.3 By Platform
    • 5.3.1 Mobile Apps
    • 5.3.2 PC / Console
    • 5.3.3 Web-based
    • 5.3.4 AR / VR
    • 5.3.5 TV / Streaming
  • 5.4 By Geography
    • 5.4.1 North America
      • 5.4.1.1 United States
      • 5.4.1.2 Canada
      • 5.4.1.3 Mexico
    • 5.4.2 South America
      • 5.4.2.1 Brazil
      • 5.4.2.2 Peru
      • 5.4.2.3 Chile
      • 5.4.2.4 Argentina
      • 5.4.2.5 Rest of South America
    • 5.4.3 Europe
      • 5.4.3.1 United Kingdom
      • 5.4.3.2 Germany
      • 5.4.3.3 France
      • 5.4.3.4 Spain
      • 5.4.3.5 Italy
      • 5.4.3.6 BENELUX
        • 5.4.3.6.1 Belgium
        • 5.4.3.6.2 Netherlands
        • 5.4.3.6.3 Luxembourg
      • 5.4.3.7 NORDICS
        • 5.4.3.7.1 Denmark
        • 5.4.3.7.2 Finland
        • 5.4.3.7.3 Iceland
        • 5.4.3.7.4 Norway
        • 5.4.3.7.5 Sweden
      • 5.4.3.8 Rest of Europe
    • 5.4.4 Asia-Pacific
      • 5.4.4.1 India
      • 5.4.4.2 China
      • 5.4.4.3 Japan
      • 5.4.4.4 Australia
      • 5.4.4.5 South Korea
      • 5.4.4.6 South East Asia
        • 5.4.4.6.1 Singapore
        • 5.4.4.6.2 Malaysia
        • 5.4.4.6.3 Thailand
        • 5.4.4.6.4 Indonesia
        • 5.4.4.6.5 Vietnam
        • 5.4.4.6.6 Philippines
      • 5.4.4.7 Rest of Asia-Pacific
    • 5.4.5 Middle East and Africa
      • 5.4.5.1 United Arab Emirates
      • 5.4.5.2 Saudi Arabia
      • 5.4.5.3 South Africa
      • 5.4.5.4 Nigeria
      • 5.4.5.5 Rest of Middle East and Africa

6 Competitive Landscape

  • 6.1 Market Concentration
  • 6.2 Strategic Moves
  • 6.3 Market Share Analysis
  • 6.4 Company Profiles (includes Global level Overview, Market level overview, Core Segments, Financials as available, Strategic Information, Market Rank/Share for key companies, Products & Services, and Recent Developments)
    • 6.4.1 Duolingo
    • 6.4.2 BYJU'S
    • 6.4.3 Kahoot!
    • 6.4.4 Roblox Corporation
    • 6.4.5 LEGO Education
    • 6.4.6 Coursera
    • 6.4.7 Osmo (Tangible Play)
    • 6.4.8 Adventure Academy (Age of Learning)
    • 6.4.9 Code.org
    • 6.4.10 Prodigy Education
    • 6.4.11 BBC Bitesize
    • 6.4.12 Sesame Workshop
    • 6.4.13 KidZania
    • 6.4.14 Disney Imagicademy
    • 6.4.15 Quizizz
    • 6.4.16 Kahoot DragonBox
    • 6.4.17 Labster
    • 6.4.18 Google for Education
    • 6.4.19 Microsoft Minecraft Education
    • 6.4.20 GooseChase

7 Market Opportunities & Future Outlook

  • 7.1 AI-generated adaptive story-worlds for language immersion
  • 7.2 Location-based XR learning arcs in shopping-mall FECs