Japan eSports market Size, Share, Trend & Market Analysis By Type, By Distribution Channel, By End User, Competition, Forecast & Opportunities.
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Japan is the third-biggest eSports gaming market in the region. ESports are associated with different video game genres, with the most popular being first-person shooters, real-time strategy (RTS), fighting, multiplayer online battle arena (MOBA), and others. According to our research, while Japan is a leading player in video games, having created the Super Nintendo and Sony's PlayStation, the gaming trailblazer has taken its time to embrace eSports. Also, the Japanese have traditionally preferred solo gaming, and that solitary preference is slowly changing to be more communal. In terms of fan base, Japan's eSports online viewership is concentrated among the younger set—the 18–24 year olds, in contrast to China and South Korea's eSports fan bases that span a wider age range. About half, or 48%, of survey respondents in Japan have watched eSports online, with men being more likely to be exposed to eSports. Around 56% of male respondents and around 40% of female respondents have watched esports online. In Japan, around 36% of respondents spent 2 or more hours at a gaming competition that is streamed live online and watched professional gamers. In terms of participation, around 10% of respondents from Japan have taken part in an international gaming tournament, and around 12% have taken part in domestic gaming tournaments. For Japan, 28% of respondents prefer a mobile device to watch others play video games, and around 46% will use a mobile device to play video games online. There are some popular streaming platforms in Japan, including YouTube, Niconico, Twitcasting, Twitch, Openrec.tv, and many more. YouTube is the most popular, with approximately 71% of Japanese respondents using it. On April 20 (Reuters), Japan's largest esports park opened, with proponents hoping it will help transform the country behind video game classics such as Super Mario and Zelda into a champion that can take on China in competitive gaming.
According to the research report "Japan eSports Market Overview, 2028," published by Bonafide Research, the market is expected to add USD 111.69 million by 2028. Streaming is expected to dominate the segment share during the forecast period. The growing emphasis on fan engagement is likely to fuel demand for live sports events. Furthermore, the rise in smartphone users is expected to fuel demand for live sports tournaments. Media rights are making a significant contribution to the country's esports industry. Fans can now track live esports activity across the country thanks to easy access to communication technology. Media companies pay exorbitant fees to win the exclusive rights to broadcast live streaming of major sporting events. In recent years, the sale of broadcasting and media rights has been the most important source of revenue for most esports organizers. The revenue generated by the sale of media rights is used to fund major sporting events, renovate stadiums, and contribute to the grassroots development of esports. During the forecast period, sponsorship is expected to grow rapidly, followed by advertising. As the number of viewers grows, the sponsoring team invests in the platform to strengthen its brand image. Similarly, various gaming platforms include in-app advertisements to boost revenue generation.
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