Video Games in Japan

August 2026
USD 1,195
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Overview:

Understand the latest market trends and future growth opportunities for the Video 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.

If you're in the Video 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 Video 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 Video Games in Japan?
  • Which are the leading brands in Video Games in Japan?
  • How are products distributed in Video 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?

Video Games in Japan - Category analysis

Key Data Insights

Video Games Summary
Chart 1 Key Industry Trends for Video Games
Nintendo Re-Energises Hardware Spend and Lifts Packaged Games
Chart 2 Switch 2 Launched in Japan in 2025
Mobile-First Publishers Sustain Value as Digital Spend Dominates
Chart 3 Love and Deepspace Widens Japan's Gacha Audience
Chart 4 Value Sales 2020-2030
Chart 5 Value Sales by Category 2025
Mobile Gacha Franchises and Console Launches Reshape Digital Spend Patterns
Chart 6 Analyst Insight for Video Games
Gacha-Driven Mobile Titles and Subscriptions Secure Recurring Revenue
Chart 7 Final Fantasy Xiv Exemplifies Japan's Move to Recurring, Digital-First Services
Chart 8 Forecast Value Sales 2020-2030
Chart 9 Forecast Value Sales by Category 2025-2030
Nintendo Consolidates Leadership through Switch 2 Launch
Chart 10 Company Shares 2025
Chart 11 Brand Shares 2025
E-Commerce Remains the Leading Sales Channel
Chart 12 Retail Channels 2020-2025
Live-Ops Mechanics Redefine How Games Innovate
Cross-Platform Ip Strategies Multiply Monetisation Opportunities
Business Impact: Value Concentration and Portfolio Recalibration
Chart 13 Economic Context for Video Games
Chart 14 Real Gdp Growth 2020-2030
Chart 15 Inflation 2020-2030
Chart 16 Consumer Context for Video Games
Chart 17 Population 2020-2030
Chart 18 Population by Generation 2025

Toys and Games in Japan - Industry Overview

2025 Developments

Key Data Insights

Chart 19 Key Industry Trends for Toys and Games
Mobile and Console Launches Reinforce Digital-First Spending Patterns
Pokémon and Switch 2 Drive Cross-Platform Ip Monetisation
Chart 20 Switch 2 Launches in Japan in 2025
Adult Collectors Fuel Premium Demand for Cards, Kits and Plush
Chart 21 Value Sales 2020-2030
Chart 22 Value Sales by Category 2025
Nintendo Leverages Cross-Platform Ip to Capture Collector Demand
Chart 23 Analyst Insight for Toys and Games
Adult Collectors Drive Premium Sales of Cards and Figures
Chart 24 Pokémon Spans Games, Tcg and Merchandise as Ip Powers Japan's Market
Chart 25 Forecast Value Sales 2020-2030
Chart 26 Forecast Value Sales by Category 2025-2030
Nintendo Drives Gains with Switch 2 and Franchise Launches
Pokémon and Switch 2 Launches Sustain Collector-Driven Demand
Chart 27 Takara Tomy's T-Spark Anchors Japan's Collector-Led Toy Growth
Chart 28 Company Shares 2025
Chart 29 Brand Shares 2025
E-Commerce Drives Digital Delivery across Video Games
Hobby Shops and Specialty Retail Anchor Collectibles and Gifting
Chart 30 Retail Channels 2020-2025
Innovation Trends Are Reshaping the Product Agenda
Recent Innovation in Practice
The Business Impact of Recent Product Innovation
Chart 31 Economic Context for Toys and Games
Chart 32 Real Gdp Growth 2020-2030
Chart 33 Inflation 2020-2030
Chart 34 Consumer Context for Toys and Games
Chart 35 Population 2020-2030
Chart 36 Population by Generation 2025

Country Reports Disclaimer

The following categories and subcategories are included:

Video Games

    • Hand-Held Consoles
    • Static Consoles
    • Gaming Headsets
      • Computer Games (Physical)
      • Console Games (Physical)
      • Computer Games (Digital)
      • Console Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Console Games (Physical)
        • Console Games (Digital)
        • Computer Games (Physical)
        • Computer Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Computer Games (Game Sales)
        • Console Games (Game Sales)
        • Online Games and Subscriptions (Game Sales)
        • Mobile Games (Game Sales)
        • Computer Games (In-Game Purchases)
        • Console Games (In-Game Purchases)
        • Online Games and Subscriptions (In-Game Purchases)
        • Mobile Games (In-Game Purchases)

Video Games

This is the aggregation of video games hardware and video games software. Electronic/computerised educational toys such as Speak & Spell and LeapFrog are excluded from video games and included under pre-school. Video gaming population refers to the population that played a game at least once in the last 6 months on any covered platform. This includes players who have not spent any money on game purchases or in-game content purchases.

See all of our definitions
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This report originates from Passport, our Video Games research and analysis database.

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