Analytical Study of Edutainment Center in Korea from 2024 to 2034

Revenues of edutainment center in Korea are poised to surge at a staggering 8.4% CAGR through 2034. The overall demand for edutainment center in Korea is set to rise significantly, crossing a valuation of US$ 122.4 million in 2024. By 2034, sales projections for edutainment center in Korea indicate achieving a valuation of US$ 273.1 million.

Attributes Details
Industry Size in Korea in 2024 US$ 122.4 million
Expected Industry Size of Korea by 2034 US$ 273.1 million
Forecasted CAGR between 2024 to 2034 8.4%

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Key Trends to Bolster Revenues through 2034

  • Edutainment companies in Korea are meticulously coordinating their offers with the worldwide push for STEM education (Science, Technology, Engineering, and Mathematics). This strategic approach places them at the forefront of workforce preparation for careers in technology-driven sectors.
  • Korea’s businesses in the edutainment industry are diligently employing cutting-edge technology like virtual reality (VR) and augmented reality (AR) to improve consumer engagement and create a more immersive educational environment.
  • Edutainment companies are using engaging and entertaining approaches to provide language learning packages. This unique strategy improves how people learn and taps into global curiosity in learning Japanese.
  • Edutainment center in Korea is infusing sustainability topics into their teaching material. This strategic strategy corresponds with the growing worldwide awareness of environmental concerns, establishing these companies as supporters of sustainability education and conservation activities.
  • Korea-based edutainment centers are investing in smart technology to build intelligent and dynamic learning environments. In order to improve the educational experience and keep up with current technology trends, this deliberate move integrates smart gadgets, IoT technologies, and other advancements.

Key Insights - Highlights on the Emerging Opportunities in the Korea Edutainment Center Industry

  • Edutainment center can form worldwide collaborations and exchange programs by leveraging Korea's cultural impact. Partnerships with educational establishments and entertainment organizations worldwide could lead to a cross-cultural learning environment.
  • Considering the global appeal of K-Pop and Korean entertainment, edutainment center could develop specific programs and exhibitions to teach visitors about K-Pop's history, production, and cultural effects. This has the potential to draw both domestic and foreign admirers.
  • Edutainment center can branch out into the corporate sector by providing tailored training programs and team-building services. These can present firms with new and interesting avenues for employee development.
  • With Korea's population getting older, entertainment centers have a chance to create senior-focused programs. These can consist of instructional programs, social gatherings, and learning opportunities with technology that are aimed at senior citizens.
  • Korea's edutainment facilities could consider partnering with online learning environments in order to expand their reach beyond physical spaces. This collaboration has the potential to provide online learning materials, grow the audience, and generate new sources of income.
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Comparative View of Adjacent Edutainment Center in Key Markets

The table showcases a comparative overview of the adoption rates of edutainment center in Korea, Japan, and the global level. According to the analysis, Korea-based edutainment companies use robust data analytics and artificial intelligence to create individualized learning trips. This strategic venture intends to increase consumer engagement by customizing instructional content to individual interests and learning styles, ultimately improving the overall visitor experience.

In Japan, edutainment businesses emphasize developing visitors' creativity, critical thinking, and problem-solving abilities. This strategic move is consistent with a larger educational trend that emphasizes talent development outside conventional academic subjects.

Globally, businesses in the edutainment industry are proactive in establishing inclusive settings to accommodate various guests, including individuals with special needs. This strategic approach coincides with social expectations that organizations embrace accessibility and diversity.

Industry Analysis of Edutainment Center in Korea:

Attributes Industry Analysis of Edutainment Center in Korea
Korea CAGR between 2024 and 2034 8.4%
Industry Size of Korea in 2024 US$ 122.4 million
Key Trends in Korea Emphasis on delivering personalized learning experiences.
Key Challenge Technological obsolescence requires continual investments.

Demand for Edutainment Center in Japan:

Attributes Demand for Edutainment Center in Japan
CAGR (2024 to 2034) 10.4%
Valuation (2024) US$ 195.9 million
Key Trend Increasing focus on fostering creativity, critical thinking, and problem-solving.
Key Challenge Adapting to shifting trends and preferences among the target audience is challenging.

Opportunity Assessment in the Global Edutainment Center Market:

Attributes Opportunity Assessment in the Global Edutainment Center Market
CAGR (2024 to 2034) 9.2%
Valuation (2024) US$ 3,550 million
Key Trend Emphasis on providing an inclusive environment for diverse audiences.
Key Challenge The rise of online learning platforms and digital content threatens traditional edutainment center.

Category-wise insights

Increased Accessibility to Modern Technology Boosts Demand for Interactive Solutions

Leading Gaming Type for Edutainment Center in Korea Interactive
Total Value Share (2024) 33.40%

The sophisticated technological landscape in Korea is substantial. The country boasts a tech-savvy populace, and the incorporation of cutting-edge technology such as Virtual Reality (VR), Augmented Reality (AR), and immersive displays adds a modern and engaging aspect to edutainment center. The rising availability of interactive technology contributes to the demand. As technology becomes more inexpensive and broadly accessible, edutainment center can leverage it to improve their offerings without incurring significant financial costs.

Teenagers’ Natural Lure to Visually Attractive Events Makes Them the Leading Visitor Demographic

Leading Visitor Demographic for Edutainment Center in Korea Teenager (13 to 18)
Total Value Share (2024) 37.10%

With a strong emphasis on education in Korean culture and an intense academic environment, edutainment centers are appealing because they provide a combination of enjoyment and knowledge. Parents frequently seek opportunities for their youngsters to learn in a more relaxed and pleasant environment. Teenagers are attracted to contemporary and visually appealing events. Edutainment center that design their exhibits with an emphasis on aesthetics and shareability on social media sites like Instagram could attract youngsters looking for distinctive and Instagrammable content.

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Competitive Landscape

The dynamic interaction between industry leaders, creative startups, and well-established businesses vying to capitalize on the rising demand for interactive educational experiences characterizes the competitive environment of the edutainment center industry in Korea. In a landscape driven by technical breakthroughs and a strong cultural emphasis on education, key rivals in the sector, both local and foreign, are competing for dominance.

Strategies for Key Players to Tap into Potential Growth Opportunities

  • To build local relationships, promote a favorable brand image, and positively influence the community, organize outreach programs and community activities.
  • To increase brand awareness, spend money on focused marketing initiatives that highlight distinctive value propositions, creative displays, and beneficial educational outcomes.
  • Quickly modify offerings in response to research findings while remaining sensitive to the changing demands of the target audience.
  • Form alliances with businesses and educational institutions to provide specialized team-building and training initiatives, generating extra income.

    Recent Developments Observed in the Edutainment Center in Korea

  • In October 2023, Thammasat and the Korean Education Center in Thailand (KEC) agreed to open a new 'Korean Language Test Center' at Thammasat-Rangsit's Institute of East Asian Studies.
  • In September 2023, the Ministry of Education (MoE) of South Korea unveiled the five-year 'Study Korea 300k Plan,' which intends to lure 300,000 international students to the country's institutions. The strategy has been implemented to address the nation's rapidly dwindling school-age population and boost the competitiveness of local institutions, which are already experiencing enrolment shortages.
  • In March 2023, the nonprofit media and education organization Sesame Workshop introduced the first in a series of Sesame Street-themed Educational Play Centers (EPCs) interactive location-based experiences for young children that promote enjoyable learning. The first EPC opened on March 18th at the new LOTTE Department Store Dongtan in Gyeonggi Province, in collaboration with AVECS Creative Group, a Seoul-based firm.

Some of the Key Players Offering Edutainment Center in Korea

  • Lotte World Adventure
  • Samsung C&T Corporation
  • K-live
  • KidZania Seoul
  • Gwacheon National Science Museum
  • Seoul Animation Center
  • Hanwha Aqua Planet Ilsan
  • Pororo Aqua Park
  • Grevin Seoul Museum
  • Trick Eye Museum

Scope of the Report

Attribute Details
Estimated Industry Size in 2024 US$ 122.4 million
Projected Industry Size by 2034 US$ 273.1 million
Anticipated CAGR between 2024 to 2034 8.4% CAGR
Historical Analysis of Demand for Edutainment Center in Korea 2019 to 2023
Demand Forecast for Edutainment Center in Korea 2024 to 2034
Report Coverage Industry Size, Industry Trends, Analysis of key factors influencing Edutainment Center Adoption in Korea, Insights on Global Players and their Industry Strategy in Korea, Ecosystem Analysis of Local and Regional Korean Manufacturers
Key Provinces Analyzed While Studying Opportunities in Edutainment Center in Korea South Gyeongsang, North Jeolla, South Jeolla, Jeju
Key Companies Profiled Lotte World Adventure; Samsung C&T Corporation; K-live; KidZania Seoul; Gwacheon National Science Museum; Seoul Animation Center; Hanwha Aqua Planet Ilsan; Pororo Aqua Park; Grevin Seoul Museum; Trick Eye Museum

Key Segments

By Gaming Type:

  • Interactive
  • Non-Interactive
  • Explorative
  • Hybrid Combination

By Visitor Demographics:

  • Children (0 to 12)
  • Teenager (13 to 18)
  • Young Adult (19 to 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 Province:

  • South Gyeongsang
  • North Jeolla
  • South Jeolla
  • Jeju

Frequently Asked Questions

How Rapidly is the Demand for Edutainment Center in Korea Growing? 

The expected CAGR through 2034 stands at a remarkable 8.4%. 

What is the Demand Outlook for Edutainment Center in Korea?

The demand for edutainment center in Korea is projected to reach US$ 273.1 million by 2034. 

Which Trends Influence the Demand for Edutainment Center in Korea?

Technology integration trends influence edutainment center in Korea.

What Strategies are used by Key Players in the Edutainment Center in Korea?

Edutainment center businesses emphasize strategic brand marketing.

What is the Preferred Technology Type for Edutainment Center in Korea?

Immersive technologies are highly preferred by edutainment center in Korea.

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. South Gyeongsang

        9.3.2. North Jeolla

        9.3.3. South Jeolla

        9.3.4. Jeju

        9.3.5. Rest of Korea

    9.4. Market Attractiveness Analysis By Region

10. South Gyeongsang 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. North Jeolla 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. South Jeolla 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. Jeju 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. Rest of 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. Market Structure Analysis

    15.1. Competition Dashboard

    15.2. Competition Benchmarking

    15.3. Market Share Analysis of Top Players

        15.3.1. By Regional

        15.3.2. By Gaming Type

        15.3.3. By Facility Size

        15.3.4. By Revenue Source

        15.3.5. By Visitor Demographics

16. Competition Analysis

    16.1. Competition Deep Dive

        16.1.1. Kidzania

            16.1.1.1. Overview

            16.1.1.2. Product Portfolio

            16.1.1.3. Profitability by Market Segments

            16.1.1.4. Sales Footprint

            16.1.1.5. Strategy Overview

                16.1.1.5.1. Marketing Strategy

        16.1.2. Legoland Discovery Center

            16.1.2.1. Overview

            16.1.2.2. Product Portfolio

            16.1.2.3. Profitability by Market Segments

            16.1.2.4. Sales Footprint

            16.1.2.5. Strategy Overview

                16.1.2.5.1. Marketing Strategy

        16.1.3. Kindercity

            16.1.3.1. Overview

            16.1.3.2. Product Portfolio

            16.1.3.3. Profitability by Market Segments

            16.1.3.4. Sales Footprint

            16.1.3.5. Strategy Overview

                16.1.3.5.1. Marketing Strategy

        16.1.4. Plabo

            16.1.4.1. Overview

            16.1.4.2. Product Portfolio

            16.1.4.3. Profitability by Market Segments

            16.1.4.4. Sales Footprint

            16.1.4.5. Strategy Overview

                16.1.4.5.1. Marketing Strategy

        16.1.5. Pororo Park

            16.1.5.1. Overview

            16.1.5.2. Product Portfolio

            16.1.5.3. Profitability by Market Segments

            16.1.5.4. Sales Footprint

            16.1.5.5. Strategy Overview

                16.1.5.5.1. Marketing Strategy

        16.1.6. Curiocity

            16.1.6.1. Overview

            16.1.6.2. Product Portfolio

            16.1.6.3. Profitability by Market Segments

            16.1.6.4. Sales Footprint

            16.1.6.5. Strategy Overview

                16.1.6.5.1. Marketing Strategy

        16.1.7. Totter’s Otterville

            16.1.7.1. Overview

            16.1.7.2. Product Portfolio

            16.1.7.3. Profitability by Market Segments

            16.1.7.4. Sales Footprint

            16.1.7.5. Strategy Overview

                16.1.7.5.1. Marketing Strategy

        16.1.8. Mattel Play Town

            16.1.8.1. Overview

            16.1.8.2. Product Portfolio

            16.1.8.3. Profitability by Market Segments

            16.1.8.4. Sales Footprint

            16.1.8.5. Strategy Overview

                16.1.8.5.1. Marketing Strategy

        16.1.9. Little Explorers

            16.1.9.1. Overview

            16.1.9.2. Product Portfolio

            16.1.9.3. Profitability by Market Segments

            16.1.9.4. Sales Footprint

            16.1.9.5. Strategy Overview

                16.1.9.5.1. Marketing Strategy

        16.1.10. Kidz Holding S.A.L

            16.1.10.1. Overview

            16.1.10.2. Product Portfolio

            16.1.10.3. Profitability by Market Segments

            16.1.10.4. Sales Footprint

            16.1.10.5. Strategy Overview

                16.1.10.5.1. Marketing Strategy

        16.1.11. Scarlett Entertainment

            16.1.11.1. Overview

            16.1.11.2. Product Portfolio

            16.1.11.3. Profitability by Market Segments

            16.1.11.4. Sales Footprint

            16.1.11.5. Strategy Overview

                16.1.11.5.1. Marketing Strategy

17. Assumptions & Acronyms Used

18. Research Methodology
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