市場調查報告書
商品編碼
1609929
2025-2033 年日本電競市場規模、佔有率、趨勢和收入模式、平台、遊戲和地區預測Japan Esports Market Size, Share, Trends and Forecast by Revenue Model, Platform, Games, and Region, 2025-2033 |
2024 年日本電競市場規模為 1.399IMARC Group美元。該市場正在經歷顯著擴張,這主要得益於年輕人口中越來越受歡迎以及政府支持和產業合作。此外,擴大職業聯賽和錦標賽、將電子競技納入教育機構以及粉絲參與的串流媒體進步進一步促進了市場擴張。
電子競技在日本年輕人中的日益普及是一個主要的市場驅動力。競技遊戲已轉變為一種主流娛樂形式,年輕觀眾積極參與玩和觀看電競賽事。例如,2024 年對日本年輕人的一項調查發現,18-39 歲的年輕人中超過 40% 相信電競將成為未來奧運的一部分。 18-29 歲族群 (43.7%) 和 30 多歲族群 (42.5%) 的支持率尤其高。此外,48% 的參與者認為電子競技是一項有望普及的運動。這一趨勢突顯了電子競技在年輕人中越來越受歡迎,反映出他們認知到遊戲是一門合法的競技學科。職業錦標賽日益普及,加上科技和串流平台的進步,已將電子競技提升為主流的娛樂。年輕觀眾不僅作為玩家,而且作為熱情的觀眾積極參與電子競技,推動了收視率和行業的成長。電子競技納入奧運的可能性與遊戲作為全球公認的運動的不斷發展的觀念相一致,進一步鞏固了其在日本年輕人中的文化意義。
政府措施和產業合作也大大推動了日本電競市場的發展。日本政府承認電子競技的潛在經濟和社會效益,放寬了對獎金的法律限制,並推動將其納入旅遊業和地區復興計劃,從而擁抱電子競技。透過創建職業聯賽、舉辦大型賽事、完善競技遊戲基礎設施,遊戲開發商、贊助商和活動策劃者之間的合作進一步刺激了市場的擴張。例如,2024 年9 月,Apex 英雄錦標賽系列賽(ALGS) 與索尼合作,使其INZONE 遊戲品牌成為2025 年初在日本札幌舉行的ALGS 第4 屆錦標賽的官方顯示器提供商。共同設計與 Fnatic 合作,將在活動中亮相。 ALGS 目前擁有四個合作夥伴,包括 Alienware、Herman Miller 和 Battle Beaver。這些戰略努力將日本定位為亞洲領先的電子競技中心,推動了國內外對該行業的興趣。
職業聯賽和錦標賽的擴展
日本電競產業的一個顯著趨勢是職業電競聯賽和比賽的快速擴張。 《英雄聯盟》、《街頭霸王》和《Valorant》等著名電玩遊戲已經變得相當流行,並幫助創建了有組織的聯賽和錦標賽。除了展示精英人才外,這些活動還憑藉現場場地和網路廣播服務吸引了大量人群。由於電子競技作為一項觀賞性運動越來越受歡迎,贊助商和廣告商對電子競技進行了大量投資,這進一步推動了該行業的專業化。例如,2024 年 3 月,在日本擁有重要影響力的 Riot Games 宣布計劃修改英雄聯盟 (LoL) 電競的商業模式,旨在透過減少對贊助的依賴來實現永續發展。去年,LoL Esports MSI 和世界賽的 AMA 分別成長了 58% 和 65%,地區聯賽整體成長了 16%。這些變化包括團隊的固定津貼、遊戲內數位內容的收入分享,以及分為普通(50%)、競爭(35%)和同人圈(15%)佔有率的全球收入池(GRP)。 2024 年初,隨著惠普和喜力等合作夥伴的加入,贊助量也出現成長。此外,這些錦標賽已成為日本文化和娛樂產業不可或缺的一部分,吸引了當地和國際的注意。
將電子競技融入教育和培訓
隨著電子競技作為合法的職業路線越來越受歡迎,它擴大被納入日本的教育和培訓機構。學校和大學正在引入強調團隊合作、策略發展和遊戲能力的電子競技項目。這些計劃還提供了對該行業技術和商業元素的見解。例如,2024年,天普大學日本校區(TUJ)與亞洲電競聯合會(AESF)合作,加強電競教育、訓練和比賽。 TUJ 電競隊於 1 月 20 日至 21 日和 2 月 3 日至 4 日參加筑波大學的遊戲賽事。這些舉措旨在培養下一代電競專業人士,包括選手、評論員和活動組織者。透過促進人才發展,日本正在將自己定位為全球電子競技舞台上的一支有競爭力的力量。
串流媒體和粉絲參與的進步
日本電子競技產業的未來正在受到串流媒體技術和粉絲互動策略的發展的影響。玩家、主播和觀眾之間的即時交流可以透過 Twitch、YouTube Gaming 和國內服務等平台實現。透過加強粉絲網路和改善觀眾體驗,這種互動可以提高參與度和忠誠度。例如,根據一項串流媒體排行榜調查,2024 年日本的串流觀看時間超過 21.7 億小時,覆蓋 YouTube、Twitch 和 SOOP 等 10 個平台。此外,幕後影片和互動直播等創新內容格式重新定義了球迷與他們喜愛的球隊和球員的聯繫方式。這些進步不僅擴大了收視率,也創造了額外的收入來源,鞏固了日本作為電競生態系統關鍵參與者的地位。
The Japan esports market size was valued at USD 139.9 Million in 2024. Looking forward, IMARC Group estimates the market to reach USD 391.1 Million by 2033, exhibiting a CAGR of 12.1% from 2025-2033. The market is witnessing significant expansion, principally bolstered by growing popularity among younger demographics and government support and industry collaboration. Additionally, expanding professional leagues and tournaments, integration of esports into education institutions, and advancements in streaming with fan engagements further contribute to the market expansion.
The increasing popularity of esports among Japan's younger demographics is a major market driver. Competitive gaming has transformed into a mainstream form of entertainment, with younger audiences actively engaging in both playing and viewing esports events. For instance, a 2024 survey of young Japanese individuals found that more than 40% of those aged 18-39 believe esports will become part of future Olympics. Support was notably high among 18-29-year-olds (43.7%) and those in their 30s (42.5%). Furthermore, 48% of participants view esports as a sport poised to gain popularity. This trend highlights the growing popularity of esports among younger demographics, reflecting their recognition of gaming as a legitimate competitive discipline. The increasing prevalence of professional tournaments, coupled with advancements in technology and streaming platforms, has elevated esports into mainstream entertainment. Young audiences actively engage with esports, not only as players but also as enthusiastic spectators, driving viewership and industry growth. The potential inclusion of esports in the Olympics aligns with the evolving perception of gaming as a globally recognized sport, further solidifying its cultural significance among Japan's youth.
Government initiatives and industry collaborations are also significantly boosting Japan's esports market. The Japanese government has embraced esports by easing legal restrictions on prize money and promoting its incorporation into tourism and regional regeneration initiatives, acknowledging the potential economic and social benefits of the sport. By creating professional leagues, holding major tournaments, and improving the infrastructure for competitive gaming, collaborations between game developers, sponsors, and event planners have further stimulated the market's expansion. For instance, in September 2024, the Apex Legends Championship Series (ALGS) partnered with Sony, making its INZONE gaming brand the official monitor provider for the ALGS Year 4 Championship in Sapporo, Japan, in early 2025. Sony's M10S monitors, co-designed with Fnatic, will feature at the event. ALGS now has four partners, including Alienware, Herman Miller, and Battle Beaver. These strategic efforts are positioning Japan as a leading esports hub in Asia, driving both domestic and international interest in the industry.
Expansion of Professional Leagues and Tournaments
One notable trend in Japan's esports business is the quick expansion of professional esports leagues and competitions. Well-known video games like League of Legends, Street Fighter, and Valorant have become quite popular and have helped to create organized leagues and championships. In addition to showcasing elite talent, these events draw sizable crowds thanks to live venues and internet broadcast services. Sponsors and advertisers have made significant investments in esports because of its growing popularity as a spectator sport, which has further professionalized the sector. For instance, in March 2024, Riot Games, with significant presence in Japan, announced plans to revise the business model of League of Legends (LoL) Esports, aiming for sustainability by reducing dependence on sponsorships. In the previous year, LoL Esports saw a 58% and 65% increase in AMA for its MSI and Worlds events, respectively, with overall regional league growth of 16%. The changes include fixed stipends for teams, revenue sharing from in-game digital content, and a Global Revenue Pool (GRP) divided into General (50%), Competitive (35%), and Fandom (15%) shares. Sponsorships also showed growth in early 2024, with partners like HP and Heineken joining. Additionally, these tournaments have become integral to Japan's cultural and entertainment sectors, drawing both local and international attention.
Integration of Esports into Education and Training
As esports gains popularity as a legitimate professional route, it is being incorporated more and more into Japan's educational and training institutions. Esports programs that emphasize teamwork, strategy development, and gaming abilities are being introduced by schools and universities. These programs also provide insights into the technology and commercial elements of the industry. For instance, in 2024, Temple University, Japan Campus (TUJ) partnered with the Asian Electronic Sports Federation (AESF) to enhance esports education, training, and competitions. The TUJ esports team competed in the University of Tsukuba's gaming events on January 20-21 and February 3-4. These initiatives aim to nurture the next generation of esports professionals, including players, commentators, and event organizers. By fostering talent development, Japan is positioning itself as a competitive force in the global esports arena.
Advancements in Streaming and Fan Engagement
The future of the esports industry in Japan is being shaped by the development of streaming technologies and fan interaction tactics. Real-time communication between players, streamers, and viewers has been made possible via platforms such as Twitch, YouTube Gaming, and domestic services. By strengthening fan networks and improving viewer experiences, this interaction increases engagement and loyalty. For instance, in 2024, according to a stream charts survey, Japan's streams generated over 2.17 billion watched hours, spanning ten platforms including YouTube, Twitch, and SOOP. Moreover, innovative content formats, such as behind-the-scenes videos and interactive live streams, redefine how fans connect with their favorite teams and players. These advancements not only expand viewership but also create additional revenue streams, solidifying Japan's position as a key player in the esports ecosystem.
Media Rights
Advertising and Sponsorships
Merchandise and Tickets
Others
Media rights refer to the license contracts that permit broadcasters and streaming services to disseminate esports content. This revenue model is essential to the esports industry in Japan since it makes money from the rising popularity of competitive gaming. Businesses obtain exclusive broadcasting rights to well-known leagues and tournaments, increasing viewership and making significant profits. By encouraging professionalization, drawing funding from sponsors and media corporations, and elevating esports to the status of popular entertainment, this strategy helps the market. Increased exposure via media rights also boosts fan interaction and quickens the expansion of the industry.
In the revenue model section, sponsorships and advertising refer to the monetary contributions made by companies and organizations to advertise their goods or services through esports teams, players, or events. Because it offers substantial funding and raises awareness of esports activities, this approach is essential to the Japanese esports sector. Prominent businesses spend money on sponsorships to reach a very interested audience, and running ads during competitions or streams guarantees broad brand awareness. This win-win strategy promotes the professionalization and growth of esports in Japan while increasing industry revenue.
Sales of merchandise and tickets are important parts of the business model in the Japanese esports market, which has greatly aided in its expansion. Branded clothing, accessories, and collectibles are examples of merchandise, and live esports competitions and events provide ticket sales. These channels improve fan interaction and give teams, event planners, and sponsors a direct source of income. Esports' rising popularity in Japan has raised demand for premium goods and event access, creating a thriving ecosystem that promotes long-term viability and financial success for all parties involved in the sector.
PC-based Esports
Consoles-based Esports
Mobile and Tablets
PC-based esports are essential to the Japanese esports market because of its excellent visuals, adaptable configurations, and compatibility with top-tier accessories. Professionals and casual gamers alike are drawn to PC-based esports, which creates a fiercely competitive atmosphere that increases sponsorships and viewership. The scalability of the platform facilitates the holding of major competitions, strengthening Japan's position in the world of esports and fostering the growth of a strong and profitable gaming industry.
Console-based esports in the platform segment involves competitive gaming using consoles. This segment holds significant importance in the Japan esports market due to the country's strong affinity for console gaming. The accessibility of consoles and their widespread adoption among Japanese consumers have helped foster a robust competitive gaming culture. Console-based esports also drive revenue through tournaments, merchandise, and sponsorships, contributing to the market's steady growth.
The mobile and tablet segment in Japan's esports market represents gaming platforms optimized for handheld devices, offering accessibility and convenience to players and viewers. With the widespread adoption of smartphones and tablets in Japan, these platforms have become a cornerstone for esports participation and audience engagement. They cater to casual gamers and competitive players, enabling seamless gameplay and live streaming on the go. This segment is driving growth in Japan's esports industry by broadening its reach, attracting new demographics, and fostering community interaction through easily accessible, portable gaming solutions.
Multiplayer Online Battle Arena (MOBA)
Player vs Players (PvP)
First Person Shooters (FPS)
Real Time Strategy (RTS)
Multiplayer Online Battle Arena (MOBA) games are a popular genre in esports, involving team-based gameplay where players control unique characters to achieve strategic objectives. MOBA games foster competitive engagement, making them a staple for professional tournaments and leagues. Their strategic depth and fast-paced action captivate audiences, boosting viewership and sponsorship opportunities. MOBA's popularity strengthens Japan's esports ecosystem, driving growth in talent development, fan engagement, and overall market expansion.
Player versus Player (PvP) games in the games segment involve direct competition between individual players or teams within a game environment. This format is a cornerstone of the Japan esports market, with PvP games fostering intense competition and skill-based gameplay, attracting both participants and spectators. In Japan, these games drive engagement through local and international tournaments, contributing to esports' cultural prominence. Additionally, PvP titles generate revenue streams through sponsorships, ticket sales, in-game purchases, and live-streaming partnerships, supporting market expansion.
First-person shooter (FPS) games form a crucial segment of Japan's esports market, known for their immersive gameplay and strategic depth. FPS games enhance the competitive ecosystem by offering engaging tournaments, fostering team collaboration, and showcasing individual skills. In Japan, their fast-paced, action-driven nature appeals to younger audiences, driving viewership and sponsorship opportunities. This genre's popularity continues to support the growth of Japan's esports industry, contributing to its global prominence.
Real-time strategy (RTS) games involve players managing resources, units, and strategies in real time to outmaneuver opponents. This genre has gained significant traction in Japan's esports market due to its demand for quick decision-making and strategic thinking, which aligns with the preferences of competitive gaming audiences. The RTS segment is fostering growth in esports by attracting skilled players and engaging fans through tournaments and live-streamed events. Its inclusion in esports leagues enhances viewership and sponsorship opportunities, contributing to the overall expansion of Japan's esports industry.
The competitive landscape of the market is marked by intense competition among gaming publishers, technology providers, and event organizers. Prominent players include major gaming companies that drive innovation and sponsorships. For instance, in October 2024, Konami confirmed 6 global releases, including Suikoden I&II HD Remaster, Metal Gear Solid Delta: Snake Eater, Yu-Gi-Oh! Early Days Collection, and two Silent Hill titles. In addition, emerging startups and local organizations are also carving out niches in tournament management and player development. Collaboration with global esports brands further intensifies the competitive landscape, fostering advancements in infrastructure, audience engagement, and monetization strategies.
The report provides a comprehensive analysis of the competitive landscape in the Japan esports market with detailed profiles of all major companies.
In 2024, LightSpeed Studios, creators of PUBG Mobile and Undawn, launched a new Japan-based development studio led by Capcom legend Hideaki Itsuno. Located in Tokyo and Osaka, the studio will focus on AAA game development, though details on specific projects remain undisclosed.
In June 2024, the Japan Esports Union joined the Japanese Olympic Committee as an associate member, enabling teams to officially represent Japan in international esports until March 31, 2027. With esports participation growing, schools are being established to teach practical skills and knowledge from gaming professionals, highlighting esports' rising prominence.