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 USD 195.9 million in 2024. The industry value for Japan in 2023 was pegged at USD 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 USD 525.0 million by 2034.

Attributes Details
Industry size for Japan in 2024 USD 195.9 million
Expected Industry Size for Japan by 2034 USD 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 USD 195.9 million
Projected Industry Size by 2034 USD 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 USD 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 USD 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
	2. Market Overview
	3. Market Background
	4. Industry Analysis and Outlook 2019 to 2023 and Forecast, 2024 to 2034
	5. Industry Analysis and Outlook 2019 to 2023 and Forecast 2024 to 2034, By Gaming Type
		5.1. Interactive
		5.2. Non-interactive
		5.3. Explorative
		5.4. Hybrid Combination
	6. Industry Analysis and Outlook 2019 to 2023 and Forecast 2024 to 2034, By Facility Size
		6.1. 5,001 to 10,000 Sq. Ft.
		6.2. 10,001 to 20,000 Sq. Ft.
		6.3. 20,001 to 40,000 Sq. Ft.
		6.4. > 40,000 Sq. Ft.
	7. Industry Analysis and Outlook 2019 to 2023 and Forecast 2024 to 2034, By Revenue Source
		7.1. Entry fees & tickets
		7.2. Food & Beverages
		7.3. Merchandising
		7.4. Advertising
		7.5. Others
	8. Industry Analysis and Outlook 2019 to 2023 and Forecast 2024 to 2034, By Visitor Demographics
		8.1. Children (0-12)
		8.2. Teenager (13-18)
		8.3. Young Adult (19-25)
		8.4. Adult (25+)
	9. Industry Analysis and Outlook 2019 to 2023 and Forecast 2024 to 2034, By Region
		9.1. Kanto
		9.2. Chubu
		9.3. Kinki
		9.4. Kyushu & Okinawa
		9.5. Tohoku
		9.6. Rest of Japan
	10. Kanto Industry Analysis and Outlook 2019 to 2023 and Forecast 2024 to 2034
	11. Chubu Industry Analysis and Outlook 2019 to 2023 and Forecast 2024 to 2034
	12. Kinki Industry Analysis and Outlook 2019 to 2023 and Forecast 2024 to 2034
	13. Kyushu & Okinawa Industry Analysis and Outlook 2019 to 2023 and Forecast 2024 to 2034
	14. Tohoku Industry Analysis and Outlook 2019 to 2023 and Forecast 2024 to 2034
	15. Rest of Industry Analysis and Outlook 2019 to 2023 and Forecast 2024 to 2034
	16. Market Structure Analysis
	17. Competition Analysis
		17.1. Kidzania
		17.2. Legoland Discovery Center
		17.3. Kindercity
		17.4. Plabo
		17.5. Pororo Park
		17.6. Curiocity
		17.7. Totter’s Otterville
		17.8. Mattel Play Town
		17.9. Little Explorers
		17.10. Kidz Holding S.A.L
		17.11. Scarlett Entertainment
		17.12. Vacation Edutainment
		17.13. KidsSTOP
	18. Assumptions & Acronyms Used
	19. Research Methodology
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