Even inflation cannot stop growth for traditional toys and games, due to spending by kidults
Toys and games in Japan experienced a slight value decline in 2024, following growth the previous year. This was attributed to a decrease in consumer spending power, as a consequence of rising inflation.
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Overview:
Understand the latest market trends and future growth opportunities for the Toys and Games industry in Japan with research from Euromonitor International's team of in-country analysts – experts by industry and geographic specialisation.
Key trends are clearly and succinctly summarised alongside the most current research data available. Understand and assess competitive threats and plan corporate strategy with our qualitative analysis, insight and confident growth projections.
Data and analysis in this report provides further detailed coverage dedicated to the following key categories, where applicable:
- Traditional Toys and Games
- Video Games
If you're in the Toys and Games industry in Japan, our research will help you to make informed, intelligent decisions; to recognise and profit from opportunity, or to offer resilience amidst market uncertainty.
The Toys and Games in Japan report includes:
- Analysis of key supply-side and demand trends
- Detailed segmentation of international and local products
- Historic volume and value sizes, company and brand market shares
- Five year forecasts of market trends and market growth
- Robust and transparent research methodology, conducted in-country
This report answers:
- What is the market size of Toys and Games in Japan?
- Which are the leading brands in Toys and Games in Japan?
- How are products distributed in Toys and Games in Japan?
- How is the rise of e-commerce impacting the retail landscape and traditional outlets?
- What are the key safety regulations to observe in Japan?
- How has retail disruption following COVID-19 and national lockdown impacted sales?
- Where is future growth expected to be most dynamic?
- Is it more important to appeal to children or adults?
Toys and Games in Japan
Even inflation cannot stop growth for traditional toys and games, due to spending by kidults
Traditional toys and games shows growth, while video games declines
One Piece Card Game benefits from the kidult trend and popularity of the related comic
Palworld's success on Steam faces controversy due to similarity with Pokémon
Video games will continue to lead toys and games, despite anticipation of modest growth
Pokémon Trading Card Game app launch expected to also boost sales of its physical game
Switch 2 launch in 2025 anticipated to perform well
Gundam likely to drive growth in traditional toys and games, but mobile games may face headwinds in video games
PlayStation loses its lead to Nintendo amid the changing preferences of gamers
China-based games developers' marketing tactics drive success for mobile games
IP partnerships impact brand rankings, with Sumikkogurashi PC performing well
Retail e-commerce is the leading sales channel and exhibits strong growth
Offline retail continues to have its place, particularly for sales of traditional toys and games
Toymakers prioritise direct-to-consumer for closer consumer contact
COUNTRY REPORTS DISCLAIMER
Traditional Toys and Games in Japan
KEY DATA FINDINGS
Franchises such as Beyblade and Pokémon drive growth among kidults
Beyblade X and card games drive growth in traditional toys and games
Sales of One Piece Card Game surge thanks to enduring popularity of the franchise
Capsule toy vending machine stores continue to expand
Games and puzzles set to remain the largest category, and see modest growth
Traditional toys and games will remain important; Gundam series to impact sales
The need to refresh established brands to sustain sales
Beyblade X launch drives greater concentration in action figures and accessories
BANDAI NAMCO expands plush sales with Sunrise Inc acquisition
Disney Lorcana card games demonstrate strong performance with dual appeal
Sumikkogurashi IP drives sales with live-streaming function for younger consumers
Retail e-commerce gains share from offline channels in traditional toys and games
Traditional toys and games stores still serve an important purpose
Manufacturers embrace direct-to-consumer sales via their own e-commerce sites
Video Games in Japan
KEY DATA FINDINGS
Growth for video games software unable to offset decline for video games hardware
The decline of video games amid economic concerns
Palworld success sparks intellectual property debate and Nintendo lawsuit
Video games software to lead growth over the forecast period
Sustainability set to gain further traction
Continuing to leverage IPs to engage consumers
Mobile games may face headwinds
Switch 2 release likely to boost sales for Nintendo
Gaming headsets likely to be limited to core users
PlayStation loses its leadership to Nintendo, while fragmentation increases
Joy Nice Games and First Fun drive sales with advertisements and influencers
Dragon Quest III HD-2D success driven by kidult nostalgia
Established franchises dominate mobile games through brand recognition and partnerships
Nintendo to release Switch successor with enhanced social features
Retail e-commerce outshines offline retail in video games due to video games software
Consumers still turn to physical stores for video games hardware
COUNTRY REPORTS DISCLAIMER
The following categories and subcategories are included:
Toys and Games
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- Action Figures and Accessories
- Arts and Crafts
- Baby and Infant
- Construction
- Dolls and Accessories
- Dress-Up and Role Play
- Games and Puzzles
- Model Vehicles
- Outdoor and Sports
- Plush
- Pre-School
- Remote Control Toys
- Ride-On Vehicles
- Scientific/Educational
- Other Traditional Toys and Games
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- Hand-Held Consoles
- Static Consoles
- Gaming Headsets
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- Computer Games (Physical)
- Console Games (Physical)
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- Computer Games (Digital)
- Console Games (Digital)
- Online Games and Subscriptions
- Mobile Games
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- Console Games (Physical)
- Console Games (Digital)
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- Computer Games (Physical)
- Computer Games (Digital)
- Online Games and Subscriptions
- Mobile Games
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- Computer Games (Game Sales)
- Console Games (Game Sales)
- Online Games and Subscriptions (Game Sales)
- Mobile Games (Game Sales)
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- Computer Games (In-Game Purchases)
- Console Games (In-Game Purchases)
- Online Games and Subscriptions (In-Game Purchases)
- Mobile Games (In-Game Purchases)
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Toys and Games
This is the aggregation of traditional toys and games and video games.
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This report originates from Passport, our Toys and Games research and analysis database.
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