The entertainment industry in the 21st century has entered an age of exploded diversity. As entertainment products are designed to meet the interests and needs of different groups of people, the range of audience and level of consumption are accordingly expanded. Meanwhile, advanced technologies such as big data algorithms and micro-targeting strategies allowed the information from entertainment content to be more effectively delivered and received. Regarding the powerful impact of entertainment products on audiences, content control of entertainment products has become a frequently discussed topic, while the pedagogical function of entertainment has been discovered in recent years. Edutainment contents are now applied in both the schooling context and the public spheres, where entertainment activities become efficient teaching supplements and methods of cultural popularization. In that sense, to ideally achieve educational purposes through entertainment approaches, a scientific model for the merge of education and entertainment is yet to be found.