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 |
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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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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 | 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 |
The industry size of edutainment center in Japan is estimated to reach USD 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 USD 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 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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