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% |
Don't pay for what you don't need
Customize your report by selecting specific countries or regions and save 30%!
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 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% |
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
Get the data you need at a Fraction of the cost
Personalize your report by choosing insights you need
and save 40%!
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
Explore Technology Insights
View Reports