
Esports in Japan
Description
Esports in Japan
Summary
Esports in Japan industry profile provides top-line qualitative and quantitative summary information including: market share, market size (value and volume 2019-24, and forecast to 2029). The profile also contains descriptions of the leading players including key financial metrics and analysis of competitive pressures within the market.
Key Highlights
Summary
Esports in Japan industry profile provides top-line qualitative and quantitative summary information including: market share, market size (value and volume 2019-24, and forecast to 2029). The profile also contains descriptions of the leading players including key financial metrics and analysis of competitive pressures within the market.
Key Highlights
- Esports refers to video games played within highly organized competitive environments, it covers a wide spectrum of video games, ranging from popular team-based multiplayer online battle arenas (MOBAs) to individual-focused first-person shooters and immersive survival battle royales, as well as virtual interpretations of real-world sports. The rise of esports is driven by growing enthusiasm for mobile gaming in different regions, along with improved access and technological development. The esports market is segmented into digital (in-app purchases), sponsorship, media rights, ticket & merchandise, publisher fees, and streaming.
- The Japanese esports market recorded revenues of $128.7 million in 2024, representing a compound annual growth rate (CAGR) of 18.0% between 2019 and 2024.
- The sponsorship segment accounted for the market's largest proportion in 2024, with total revenues of $54.1 million, equivalent to 42.1% of the market's overall value.
- In 2024, the Japanese esports market grew by 11.5%, driven by the expanding gaming industry and technological advancements such as streaming platforms and virtual reality. Additionally, the widespread expansion of high-speed internet further accelerated market growth, enhancing accessibility and engagement nationwide.
- Save time carrying out entry-level research by identifying the size, growth, major segments, and leading players in the esports market in Japan
- Use the Five Forces analysis to determine the competitive intensity and therefore attractiveness of the esports market in Japan
- Leading company profiles reveal details of key esports market players’ global operations and financial performance
- Add weight to presentations and pitches by understanding the future growth prospects of the Japan esports market with five year forecasts by both value and volume
- What was the size of the Japan esports market by value in 2024?
- What will be the size of the Japan esports market in 2029?
- What factors are affecting the strength of competition in the Japan esports market?
- How has the market performed over the last five years?
- Who are the top competitors in Japan's esports market?
Table of Contents
46 Pages
- 1 Executive Summary
- 1.1. Market value
- 1.2. Market value forecast
- 1.3. Category segmentation
- 1.4. Geography segmentation
- 1.5. Market rivalry
- 1.6. Competitive landscape
- 2 Market Overview
- 2.1. Market definition
- 2.2. Market analysis
- 3 Market Data
- 3.1. Market value
- 4 Market Segmentation
- 4.1. Category segmentation
- 4.2. Geography segmentation
- 5 Market Outlook
- 5.1. Market value forecast
- 6 Five Forces Analysis
- 6.1. Summary
- 6.2. Buyer power
- 6.3. Supplier power
- 6.4. New entrants
- 6.5. Threat of substitutes
- 6.6. Degree of rivalry
- 7 Competitive Landscape
- 7.1. Who are the leading players?
- 7.2. What are the strengths of leading players?
- 7.3. What strategies do the leading players follow?
- 8 Company Profiles
- 8.1. Tencent Holdings Ltd
- 8.2. Nintendo Co Ltd
- 8.3. Sony Interactive Entertainment LLC
- 8.4. Activision Blizzard Inc
- 9 Macroeconomic Indicators
- 9.1. Country data
- 10 Appendix
- 10.1. Methodology
- 10.2. Industry associations
- 10.3. Related GlobalData research
- 10.4. About GlobalData
- List of Tables
- Table 1: Japan esports market value: $ million, 2019-24
- Table 2: Japan esports market category segmentation: % share, by value, 2019-24
- Table 3: Japan esports market category segmentation: $ million, 2019-24
- Table 4: Japan esports market geography segmentation: $ million, 2024
- Table 5: Japan esports market value forecast: $ million, 2024-29
- Table 6: Tencent Holdings Ltd: Key Facts
- Table 7: Tencent Holdings Ltd: annual financial ratios
- Table 8: Tencent Holdings Ltd: key employees
- Table 9: Nintendo Co Ltd: Key Facts
- Table 10: Nintendo Co Ltd: annual financial ratios
- Table 11: Nintendo Co Ltd: key employees
- Table 12: Sony Interactive Entertainment LLC: Key Facts
- Table 13: Sony Interactive Entertainment LLC: key employees
- Table 14: Activision Blizzard Inc: Key Facts
- Table 15: Activision Blizzard Inc: key employees
- Table 16: Japan Size of Population (Million), 2020-24
- Table 17: Japan Real GDP (Constant 2010 Prices, $ Billion), 2020-24
- Table 18: Japan GDP (Current Prices, $ Billion), 2020-24
- Table 19: Japan Inflation, 2020-24
- Table 20: Japan Consumer Price Index (Absolute), 2020-24
- Table 21: Japan Exchange Rate, 2019-24
- List of Figures
- Figure 1: Japan esports market value: $ million, 2019-24
- Figure 2: Japan esports market category segmentation: $ million, 2019-24
- Figure 3: Japan esports market geography segmentation: % share, by value, 2024
- Figure 4: Japan esports market value forecast: $ million, 2024-29
- Figure 5: Forces driving competition in the esports market in Japan, 2024
- Figure 6: Drivers of buyer power in the esports market in Japan, 2024
- Figure 7: Drivers of supplier power in the esports market in Japan, 2024
- Figure 8: Factors influencing the likelihood of new entrants in the esports market in Japan, 2024
- Figure 9: Factors influencing the threat of substitutes in the esports market in Japan, 2024
- Figure 10: Drivers of degree of rivalry in the esports market in Japan, 2024
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