The edutainment market is driven by 5G-enabled real-time learning, gamified apps increasing user retention, and the growth of hybrid learning formats. Opportunities arise from falling content-production costs via AI, niche market entry, and rising corporate investments in immersive soft-skill training.
Dublin, Jan. 26, 2026 (GLOBE NEWSWIRE) — The “Edutainment – Market Share Analysis, Industry Trends & Statistics, Growth Forecasts (2026-2031)” has been added to ResearchAndMarkets.com’s offering.
The edutainment market, valued at USD 5.37 billion in 2025, is projected to grow from USD 5.87 billion in 2026 to USD 9.12 billion by 2031, registering a CAGR of 9.22% during the forecast period (2026-2031). This growth reflects a maturing landscape where established platforms consolidate user bases while emerging technologies like 5G and augmented reality transform content delivery. Interactive products continue to attract the largest daily active user pools, with hybrid formats combining game mechanics and structured instruction scaling rapidly. Mobile apps dominate distribution, supported by global 5G roll-outs that enable real-time, multiplayer learning sessions. Simultaneously, corporate purchasers are increasing investment in immersive soft-skill up-skilling modules. The market is also influenced by intensified regulatory scrutiny over children’s data privacy, favoring companies that balance engagement with compliance. Generative-AI authoring tools are reducing content-production costs, paving entry paths for niche providers and regional specialists.
Global Edutainment Market Trends and Insights 5G-Enabled Mobile Micro-Learning Boom
The deployment of ultra-low latency networks has transformed educational content delivery, enabling real-time collaborative experiences that previously required desktop computing power. By 2024, 5G infrastructure reached 85% population coverage in major metropolitan areas, minimizing content buffering delays during immersive learning sessions. Beyond faster downloads, this technology supports augmented reality applications that overlay contextual information onto physical environments, creating location-based learning opportunities in diverse settings. Corporate training programs are increasingly using 5G-enabled mobile devices for just-in-time skill development.
Rapid Adoption of Gamified Language-Learning Apps
Behavioral psychology research shows that variable reward schedules in gamified applications enhance user retention rates more than traditional educational software. Duolingo’s streak mechanics and league competitions spurred 51% growth in daily active users in 2024, showcasing how game design principles sustain long-term engagement beyond initial novelty periods. The success of language-learning applications sets templates for other subject areas, with mathematics and science educators adopting similar progression systems. This engagement pattern boosts revenue models as sustained daily usage increases conversion rates from free to premium subscriptions, while also generating advertising inventory for supplementary monetization streams.
Fragmented Curriculum Standards Slowing Procurement
Educational content must align with diverse state, provincial, and national curriculum frameworks, resulting in development costs that scale exponentially with geographic market expansion. The United States has 50 state education standards alongside Common Core variations, while European Union countries have 27 distinct national curricula. Localization requirements extend beyond language translation to include cultural references 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.
Other drivers and restraints analyzed in the detailed report include:
- Government STEM Mandates in K-12 Curricula
- Corporate Up-Skilling Budgets for Immersive Soft-Skills
- High Upfront AR/VR Hardware Costs in Emerging Markets
Segment Analysis
Interactive products hold a 47.05% market share in 2025, signifying sustained demand for gamified learning experiences. Hybrid solutions are the fastest growing at 18.11% CAGR through 2031, as content creators integrate interactive elements with traditional instructional videos. This hybrid approach addresses institutional screen time limitations while preserving the motivational benefits of game-based learning. Non-interactive products remain relevant in formal educational settings requiring structured content presentation, 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 educator acceptance. The COVID-19 pandemic accelerated the adoption of virtual laboratory experiences, creating a shift towards immersive educational content that transcends physical limitations. Generative AI tools support hybrid product development by automating content adaptation, reducing production costs while maintaining pedagogical effectiveness.
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). Market forecasts are provided in terms of value (USD).
Geography Analysis
North America maintains a 33.10% market share in 2025, thanks to established educational technology infrastructure and corporate training budgets prioritizing developmental investments. Asia-Pacific shows the fastest regional growth at 10.21% CAGR, fueled by government digitization initiatives and mobile-first technology adoption. European markets focus on data privacy compliance and pedagogical research validation, creating higher barriers to entry, but also premium pricing for solutions meeting stringent regulatory requirements.
The Middle East and Africa offer emerging opportunities as internet connectivity improves and government education investments increase. However, economic volatility and infrastructure limitations pose near-term growth challenges. South America benefits from language content localization by global platforms, while regional creators develop culturally relevant educational materials. Geographic distribution reflects varying stages of digital transformation, suggesting convergence potential as infrastructure progresses across emerging economies.
A selection of companies mentioned in this report includes, but is not limited to:
- 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
For more information about this report visit https://www.researchandmarkets.com/r/m1mjl9
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