An In-depth Look at the Adoption of Edutainment Center in Japan from 2024 to 2034

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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Key Insights on Factors Influencing the Adoption of Edutainment Center in Japan 

  • Japan is recognized as one of the most technologically advanced nations in the world. Thus, a technology-related hub like an edutainment center is set for takeoff in Japan in terms of demand.
  • Schools in Japan are increasingly turning to virtual means to aid in the education of children. Thus, children in Japan are preconditioned to visual means of education, paving the way for the type of media-related education provided by edutainment center.
  • Japan has strong traditions in terms of books, art, martial arts, and much more. Edutainment centers are helping to keep the people in Japan informed about local traditions, even while showcasing technological advancements.

Key Trends Shaping the Demand for Edutainment Center in Japan 

  • Rapid advancements in interactive technology are helping edutainment center provide unique experiences. Technologies such as augmented reality (AR) and virtual reality (VR) are immersing consumers in Japan for edutainment center.
  • Edutainment center featuring animals are popular in Japan. The country is home to a diverse array of animal species, and these centers provide local people with greater knowledge about the animals. Both interactive experiences and educational guides are common in Japan.
  • Children in Japan are reputed to lead busy lifestyles. Edutainment center is helping children lessen the burden of learning while keeping their imaginations active.
  • Anime culture is strong among children in Japan. Thus, a conduit is provided in the form of media through which edutainment center can target children. Edutainment center is using anime to lure children in.
  • While children and teenagers are the primary targets, edutainment center is making sure parents do not feel left out. Thus, these centers are also incorporating attractions for adults in Japan.
Sudip Saha
Sudip Saha

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Category-wise Insights

Interactive Experiences in Edutainment Centers are Winning over Consumers

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
Industry Share in 2024 36.5%

Teenagers are the Primary Visitors of Edutainment Center

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)
Industry Share in 2024 40.2%

Competitive Landscape

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

  • In November 2022, the city of Toda, Saitama, implemented a program for children to receive education through the metaverse.
  • teamLAB, the renowned interactive museum is scheduled to reopen in February 2024. The exhibit has set a Guinness World Record for visitors and is set to reopen again in Tokyo.

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Some of the Key Players Offering Edutainment Center in Japan

  • Benesse
  • JAXA
  • Kodomo Miraikan
  • Kidzania
  • LEGOLAND
  • Nintendo
  • Studio Ghibli

Scope of the Report

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

Key Segments

By Gaming Type:

  • Interactive
  • Non-Interactive
  • Explorative
  • Hybrid Combination

By Visitor Demographic:

  • Children (0-12)
  • Teenager (13-18)
  • Young Adult (19-25)
  • Adult (25+)

By Facility Size:

  • 5,001 to 10,000 Sq Feet
  • 10,001 to 20,000 Sq Feet
  • 20,001 to 40,000 Sq Feet
  • >40,000 Sq Feet

By Revenue Source:

  • Entry Fees & Ticket Sales
  • Food & Beverages
  • Merchandising
  • Advertising
  • Others

By City:

  • Kanto
  • Chubu
  • Kinki
  • Kyushu & Okinawa
  • Tohoku
  • Rest of Japan

Frequently Asked Questions

What is the Industry Size of Edutainment Center in Japan?

The industry size of edutainment center in Japan is estimated to reach US$ 195.9 million in 2024.

At What Rate is Edutainment Center Growing in Japan?

The edutainment center industry is expected to develop at an incredible CAGR of 10.4% over the forecast period in Japan.

What will be the Industry Size of Edutainment Center in Japan by 2034?

The industry size of edutainment center is forecasted to surpass US$ 525.0 million in Japan by 2034.

What Type of Consumers Primarily Visit Edutainment Center in Japan?

Teenagers (13-18) primarily visit edutainment center in Japan, with an expected industry share by visitor demographic of 40.2% in 2024.

Which Gaming Type is Most Commonly Sought in Japan’s Edutainment Center Industry?

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.

Table of Content
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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