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%

Don't pay for what you don't need

Customize your report by selecting specific countries or regions and save 30%!

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

Principal Consultant

Talk to Analyst

Find your sweet spots for generating winning opportunities in this market.

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.

Get the data you need at a Fraction of the cost

Personalize your report by choosing insights you need
and save 40%!

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

Recommendations

Technology

Edutainment Market

February 2024

REP-GB-7563

315 pages

Technology

Smart Education and Learning Market

February 2023

REP-GB-1034

250 pages

Explore Technology Insights

View Reports
Future Market Insights

Edutainment Center Industry Analysis in Japan

Schedule a Call