The edutainment center industry in Japan is expected to be US$ 195.9 million in 2024. The industry value for Japan in 2023 was pegged at US$ 178.0 million. The adoption of edutainment center in Japan is expected to progress at a robust pace from 2024 to 2034, with a CAGR of 10.4%. Receipts from edutainment center in Japan are forecasted to balloon to US$ 525.0 million by 2034.
Attributes | Details |
---|---|
Industry size for Japan in 2024 | US$ 195.9 million |
Expected Industry Size for Japan by 2034 | US$ 525.0 million |
Forecasted CAGR between 2024 to 2034 | 10.4% |
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Interactive experiences are preferred by consumers in Japan when it comes to edutainment center. For 2024, these experiences are expected to account for 36.5% of the industry share by gaming type.
Interactive experiences aim to involve children in actual learning. The rise of AR and VR tech is further enhancing the capability of interactive experiences. Thus, edutainment centers are increasingly offering such experiences to capture the attention of consumers.
Demand for Edutainment Center in Japan Based on Gaming Type | Interactive |
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Industry Share in 2024 | 36.5% |
Teenagers are flocking to edutainment center in Japan. For 2024, teenagers (13-18) are anticipated to be the leading visitor demographic, with an expected 40.2% of the industry share.
Teenagers have active imaginations but are still at the studying age. Thus, edutainment centers are proving to be the perfect gateway for teenagers in Japan to stay engaged while still participating in education. Teenagers are enamored by the diverse experiences in edutainment centers compared to the monotony in schools.
Demand for Edutainment Center in Japan Based on Visitor Demographic | Teenager (13-18) |
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Industry Share in 2024 | 40.2% |
Japan-based industry players are balancing tradition with technology in edutainment centers. Modern technology is blending with Japan's arts to keep the culture alive through edutainment center in Japan.
Japan, being at the forefront of technology, has integrated cutting-edge technology into edutainment centers. Thus, the face of edutainment in Japan is constantly evolving, and these centers are investing in innovative experiences.
Recent Developments Observed in Edutainment Center in Japan
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Attribute | Details |
---|---|
Estimated Industry Size in 2024 | US$ 195.9 million |
Projected Industry Size by 2034 | US$ 525.0 million |
Anticipated CAGR between 2024 to 2034 | 10.4% CAGR |
Historical Analysis of Demand for Edutainment Center in Japan | 2019 to 2023 |
Demand Forecast for Edutainment Center in Japan | 2024 to 2034 |
Report Coverage | Industry Size, Industry Trends, Key Insights for Edutainment Center in Japan, Insights on Global Players and Leading Industry Strategy in Japan, Ecosystem Analysis of Local and Regional Japan Providers |
Key Companies Profiled | Benesse; JAXA; Kodomo Miraikan; Kidzania; LEGOLAND; Nintendo; Studio Ghibli |
Key Cities Analyzed | Kanto, Chubu, Kinki, Kyushu & Okinawa, Tohoku, Rest of Japan |
The industry size of edutainment center in Japan is estimated to reach US$ 195.9 million in 2024.
The edutainment center industry is expected to develop at an incredible CAGR of 10.4% over the forecast period in Japan.
The industry size of edutainment center is forecasted to surpass US$ 525.0 million in Japan by 2034.
Teenagers (13-18) primarily visit edutainment center in Japan, with an expected industry share by visitor demographic of 40.2% in 2024.
Interactive experiences are most commonly sought after in Japan’s edutainment centers, with an expected industry share by gaming type of 36.5% in 2024.
1. Executive Summary 1.1. Market Outlook 1.2. Demand-side Trends 1.3. Supply-side Trends 1.4. Technology Roadmap Analysis 1.5. Analysis and Recommendations 2. Market Overview 2.1. Market Coverage / Taxonomy 2.2. Market Definition / Scope / Limitations 3. Market Background 3.1. Market Dynamics 3.1.1. Drivers 3.1.2. Restraints 3.1.3. Opportunity 3.1.4. Trends 3.2. Scenario Forecast 3.2.1. Demand in Optimistic Scenario 3.2.2. Demand in Likely Scenario 3.2.3. Demand in Conservative Scenario 3.3. Opportunity Map Analysis 3.4. Investment Feasibility Matrix 3.5. PESTLE and Porter’s Analysis 3.6. Regulatory Landscape 3.6.1. By Key Regions 3.7. Regional Parent Market Outlook 4. Industry Analysis and Outlook 2019 to 2023 and Forecast, 2024 to 2034 4.1. Historical Market Size Value (US$ Million) Analysis, 2019 to 2023 4.2. Current and Future Market Size Value (US$ Million) Projections, 2024 to 2034 4.2.1. Y-o-Y Growth Trend Analysis 4.2.2. Absolute $ Opportunity Analysis 5. Industry Analysis and Outlook 2019 to 2023 and Forecast 2024 to 2034, By Gaming Type 5.1. Introduction / Key Findings 5.2. Historical Market Size Value (US$ Million) Analysis By Gaming Type, 2019 to 2023 5.3. Current and Future Market Size Value (US$ Million) Analysis and Forecast By Gaming Type, 2024 to 2034 5.3.1. Interactive 5.3.2. Non-interactive 5.3.3. Explorative 5.3.4. Hybrid Combination 5.4. Y-o-Y Growth Trend Analysis By Gaming Type, 2019 to 2023 5.5. Absolute $ Opportunity Analysis By Gaming Type, 2024 to 2034 6. Industry Analysis and Outlook 2019 to 2023 and Forecast 2024 to 2034, By Facility Size 6.1. Introduction / Key Findings 6.2. Historical Market Size Value (US$ Million) Analysis By Facility Size, 2019 to 2023 6.3. Current and Future Market Size Value (US$ Million) Analysis and Forecast By Facility Size, 2024 to 2034 6.3.1. 5,001 to 10,000 Sq. Ft. 6.3.2. 10,001 to 20,000 Sq. Ft. 6.3.3. 20,001 to 40,000 Sq. Ft. 6.3.4. > 40,000 Sq. Ft. 6.4. Y-o-Y Growth Trend Analysis By Facility Size, 2019 to 2023 6.5. Absolute $ Opportunity Analysis By Facility Size, 2024 to 2034 7. Industry Analysis and Outlook 2019 to 2023 and Forecast 2024 to 2034, By Revenue Source 7.1. Introduction / Key Findings 7.2. Historical Market Size Value (US$ Million) Analysis By Revenue Source, 2019 to 2023 7.3. Current and Future Market Size Value (US$ Million) Analysis and Forecast By Revenue Source, 2024 to 2034 7.3.1. Entry fees & tickets 7.3.2. Food & Beverages 7.3.3. Merchandising 7.3.4. Advertising 7.3.5. Others 7.4. Y-o-Y Growth Trend Analysis By Revenue Source, 2019 to 2023 7.5. Absolute $ Opportunity Analysis By Revenue Source, 2024 to 2034 8. Industry Analysis and Outlook 2019 to 2023 and Forecast 2024 to 2034, By Visitor Demographics 8.1. Introduction / Key Findings 8.2. Historical Market Size Value (US$ Million) Analysis By Visitor Demographics, 2019 to 2023 8.3. Current and Future Market Size Value (US$ Million) Analysis and Forecast By Visitor Demographics, 2024 to 2034 8.3.1. Children (0-12) 8.3.2. Teenager (13-18) 8.3.3. Young Adult (19-25) 8.3.4. Adult (25+) 8.4. Y-o-Y Growth Trend Analysis By Visitor Demographics, 2019 to 2023 8.5. Absolute $ Opportunity Analysis By Visitor Demographics, 2024 to 2034 9. Industry Analysis and Outlook 2019 to 2023 and Forecast 2024 to 2034, By Region 9.1. Introduction 9.2. Historical Market Size Value (US$ Million) Analysis By Region, 2019 to 2023 9.3. Current Market Size Value (US$ Million) Analysis and Forecast By Region, 2024 to 2034 9.3.1. Kanto 9.3.2. Chubu 9.3.3. Kinki 9.3.4. Kyushu & Okinawa 9.3.5. Tohoku 9.3.6. Rest of Japan 9.4. Market Attractiveness Analysis By Region 10. Kanto Industry Analysis and Outlook 2019 to 2023 and Forecast 2024 to 2034 10.1. Historical Market Size Value (US$ Million) Trend Analysis By Market Taxonomy, 2019 to 2023 10.2. Market Size Value (US$ Million) Forecast By Market Taxonomy, 2024 to 2034 10.2.1. By Gaming Type 10.2.2. By Facility Size 10.2.3. By Revenue Source 10.2.4. By Visitor Demographics 10.3. Market Attractiveness Analysis 10.3.1. By Gaming Type 10.3.2. By Facility Size 10.3.3. By Revenue Source 10.3.4. By Visitor Demographics 10.4. Key Takeaways 11. Chubu Industry Analysis and Outlook 2019 to 2023 and Forecast 2024 to 2034 11.1. Historical Market Size Value (US$ Million) Trend Analysis By Market Taxonomy, 2019 to 2023 11.2. Market Size Value (US$ Million) Forecast By Market Taxonomy, 2024 to 2034 11.2.1. By Gaming Type 11.2.2. By Facility Size 11.2.3. By Revenue Source 11.2.4. By Visitor Demographics 11.3. Market Attractiveness Analysis 11.3.1. By Gaming Type 11.3.2. By Facility Size 11.3.3. By Revenue Source 11.3.4. By Visitor Demographics 11.4. Key Takeaways 12. Kinki Industry Analysis and Outlook 2019 to 2023 and Forecast 2024 to 2034 12.1. Historical Market Size Value (US$ Million) Trend Analysis By Market Taxonomy, 2019 to 2023 12.2. Market Size Value (US$ Million) Forecast By Market Taxonomy, 2024 to 2034 12.2.1. By Gaming Type 12.2.2. By Facility Size 12.2.3. By Revenue Source 12.2.4. By Visitor Demographics 12.3. Market Attractiveness Analysis 12.3.1. By Gaming Type 12.3.2. By Facility Size 12.3.3. By Revenue Source 12.3.4. By Visitor Demographics 12.4. Key Takeaways 13. Kyushu & Okinawa Industry Analysis and Outlook 2019 to 2023 and Forecast 2024 to 2034 13.1. Historical Market Size Value (US$ Million) Trend Analysis By Market Taxonomy, 2019 to 2023 13.2. Market Size Value (US$ Million) Forecast By Market Taxonomy, 2024 to 2034 13.2.1. By Gaming Type 13.2.2. By Facility Size 13.2.3. By Revenue Source 13.2.4. By Visitor Demographics 13.3. Market Attractiveness Analysis 13.3.1. By Gaming Type 13.3.2. By Facility Size 13.3.3. By Revenue Source 13.3.4. By Visitor Demographics 13.4. Key Takeaways 14. Tohoku Industry Analysis and Outlook 2019 to 2023 and Forecast 2024 to 2034 14.1. Historical Market Size Value (US$ Million) Trend Analysis By Market Taxonomy, 2019 to 2023 14.2. Market Size Value (US$ Million) Forecast By Market Taxonomy, 2024 to 2034 14.2.1. By Gaming Type 14.2.2. By Facility Size 14.2.3. By Revenue Source 14.2.4. By Visitor Demographics 14.3. Market Attractiveness Analysis 14.3.1. By Gaming Type 14.3.2. By Facility Size 14.3.3. By Revenue Source 14.3.4. By Visitor Demographics 14.4. Key Takeaways 15. Rest of Industry Analysis and Outlook 2019 to 2023 and Forecast 2024 to 2034 15.1. Historical Market Size Value (US$ Million) Trend Analysis By Market Taxonomy, 2019 to 2023 15.2. Market Size Value (US$ Million) Forecast By Market Taxonomy, 2024 to 2034 15.2.1. By Gaming Type 15.2.2. By Facility Size 15.2.3. By Revenue Source 15.2.4. By Visitor Demographics 15.3. Market Attractiveness Analysis 15.3.1. By Gaming Type 15.3.2. By Facility Size 15.3.3. By Revenue Source 15.3.4. By Visitor Demographics 15.4. Key Takeaways 16. Market Structure Analysis 16.1. Competition Dashboard 16.2. Competition Benchmarking 16.3. Market Share Analysis of Top Players 16.3.1. By Regional 16.3.2. By Gaming Type 16.3.3. By Facility Size 16.3.4. By Revenue Source 16.3.5. By Visitor Demographics 17. Competition Analysis 17.1. Competition Deep Dive 17.1.1. Kidzania 17.1.1.1. Overview 17.1.1.2. Product Portfolio 17.1.1.3. Profitability by Market Segments 17.1.1.4. Sales Footprint 17.1.1.5. Strategy Overview 17.1.1.5.1. Marketing Strategy 17.1.2. Legoland Discovery Center 17.1.2.1. Overview 17.1.2.2. Product Portfolio 17.1.2.3. Profitability by Market Segments 17.1.2.4. Sales Footprint 17.1.2.5. Strategy Overview 17.1.2.5.1. Marketing Strategy 17.1.3. Kindercity 17.1.3.1. Overview 17.1.3.2. Product Portfolio 17.1.3.3. Profitability by Market Segments 17.1.3.4. Sales Footprint 17.1.3.5. Strategy Overview 17.1.3.5.1. Marketing Strategy 17.1.4. Plabo 17.1.4.1. Overview 17.1.4.2. Product Portfolio 17.1.4.3. Profitability by Market Segments 17.1.4.4. Sales Footprint 17.1.4.5. Strategy Overview 17.1.4.5.1. Marketing Strategy 17.1.5. Pororo Park 17.1.5.1. Overview 17.1.5.2. Product Portfolio 17.1.5.3. Profitability by Market Segments 17.1.5.4. Sales Footprint 17.1.5.5. Strategy Overview 17.1.5.5.1. Marketing Strategy 17.1.6. Curiocity 17.1.6.1. Overview 17.1.6.2. Product Portfolio 17.1.6.3. Profitability by Market Segments 17.1.6.4. Sales Footprint 17.1.6.5. Strategy Overview 17.1.6.5.1. Marketing Strategy 17.1.7. Totter’s Otterville 17.1.7.1. Overview 17.1.7.2. Product Portfolio 17.1.7.3. Profitability by Market Segments 17.1.7.4. Sales Footprint 17.1.7.5. Strategy Overview 17.1.7.5.1. Marketing Strategy 17.1.8. Mattel Play Town 17.1.8.1. Overview 17.1.8.2. Product Portfolio 17.1.8.3. Profitability by Market Segments 17.1.8.4. Sales Footprint 17.1.8.5. Strategy Overview 17.1.8.5.1. Marketing Strategy 17.1.9. Little Explorers 17.1.9.1. Overview 17.1.9.2. Product Portfolio 17.1.9.3. Profitability by Market Segments 17.1.9.4. Sales Footprint 17.1.9.5. Strategy Overview 17.1.9.5.1. Marketing Strategy 17.1.10. Kidz Holding S.A.L 17.1.10.1. Overview 17.1.10.2. Product Portfolio 17.1.10.3. Profitability by Market Segments 17.1.10.4. Sales Footprint 17.1.10.5. Strategy Overview 17.1.10.5.1. Marketing Strategy 17.1.11. Scarlett Entertainment 17.1.11.1. Overview 17.1.11.2. Product Portfolio 17.1.11.3. Profitability by Market Segments 17.1.11.4. Sales Footprint 17.1.11.5. Strategy Overview 17.1.11.5.1. Marketing Strategy 17.1.12. Vacation Edutainment 17.1.12.1. Overview 17.1.12.2. Product Portfolio 17.1.12.3. Profitability by Market Segments 17.1.12.4. Sales Footprint 17.1.12.5. Strategy Overview 17.1.12.5.1. Marketing Strategy 17.1.13. KidsSTOP 17.1.13.1. Overview 17.1.13.2. Product Portfolio 17.1.13.3. Profitability by Market Segments 17.1.13.4. Sales Footprint 17.1.13.5. Strategy Overview 17.1.13.5.1. Marketing Strategy 18. Assumptions & Acronyms Used 19. Research Methodology
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