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Japan E-sports Market Research Report By Revenue Stream (Sponsorship, Media Rights, Merchandise and Tickets, Publisher Fees, Digital Platforms, Streaming) and By Genres (Player vs. player (PVP), First Person Shooter, Sports Games, Real-Time Strategy, Multiplayer Online Battle Arena, Fighting)- Forecast to 2035


ID: MRFR/ICT/44866-HCR | 200 Pages | Author: Garvit Vyas| April 2025

Japan E-sports Market Overview


As per MRFR analysis, the Japan E-sports Market Size was estimated at 45.91 (USD Million) in 2023.The Japan E-sportsMarket is expected to grow from 55.52(USD Million) in 2024 to 182.71 (USD Million) by 2035. The Japan E-sports Market CAGR (growth rate) is expected to be around 11.437% during the forecast period (2025 - 2035)


Key Japan E-sports Market Trends Highlighted


A number of important variables are driving the notable growth and changing trends in Japan's e-sports business. A more favorable atmosphere for online gaming has been established by rising smartphone usage and high-speed internet access, opening up E-sports to a larger audience.


Competitive gaming is particularly appealing to the younger generation, which has led to an increase in both participation and watching. This market trend is further supported by Japan's cultural acceptance of gaming, as e-sports are increasingly seen as a valid kind of entertainment that is comparable to traditional sports.


There are lots of opportunities in the Japanese e-sports business, especially when it comes to organizing and sponsoring events. Large-scale gaming competitions and events are becoming more and more popular, giving players a stage on which to display their prowess and drawing significant interest from companies looking to connect with this passionate audience.


Furthermore, given Japan's well-established reputation for producing high-quality video games, local developers may decide to invest in E-sports games in order to produce a distinctive product that appeals to the target market.


Collaboration between traditional sports teams and e-sports companies has emerged as a prominent trend in recent years. By enhancing the fan experience and broadening the reach of both industries, this crossover is fortifying the bonds between traditional and digital athletes.


Additionally, the Japanese government's support, which includes efforts to promote e-sports as a sanctioned industry, demonstrates a dedication to creating a controlled environment for the growth of e-sports. The Japanese e-sports market is poised for a vibrant future full of opportunities as awareness and engagement continue to grow.


Japan E-Sports Market size


Source: Primary Research, Secondary Research, MRFR Database and Analyst Review


Japan E-sports Market Drivers


Rising Popularity of Competitive Gaming


The Japan E-sports Market is witnessing a significant surge in the popularity of competitive gaming. With approximately 50 million gamers in Japan as of recent data, the engagement in E-sports has grown exponentially.


The Japan E-sports Union reported that in the year 2020 alone, the number of registered E-sports participants doubled compared to 2019. This trend is propelled by the increasing viewership of E-sports events, where platforms like Twitch and YouTube Gaming have seen a consistent growth in viewer numbers.


Japan is home to numerous local and international tournaments, such as the Tokyo Game Show, which highlights competitive gaming and attracts thousands of participants and spectators alike. Furthermore, educational institutions, such as universities, have begun offering degrees and courses in E-sports management, fostering a new generation of professionals in the Japan E-sports Market.


Government Support and Policy Initiatives


The Japan E-sports Market benefits from increased government support and favorable policy initiatives aimed at propelling the industry forward. The Japanese government has prioritized the development of its digital economy, which encompasses E-sports as a significant component.


In 2019, the government's Ministry of Economy, Trade and Industry launched a strategic plan towards establishing Japan as a global E-sports hub by 2025.


This plan includes investments in infrastructure, regulatory frameworks, and partnerships with local organizations like the Japan E-sports Union, which collectively work to cultivate a thriving E-sports ecosystem. As a result, this has led to an uptick in E-sports events and a conducive environment for both domestic and international E-sports companies to operate and expand their market presence in Japan.


Technological Advancements and Accessibility


The advancement of technology, particularly in internet connectivity and gaming hardware, is a crucial driver for the Japan E-sports Market. Japan boasts one of the fastest broadband internet connections globally, with an average download speed of around 100 Mbps as of 2022. This has facilitated seamless online gameplay and streaming experiences, attracting more gamers to the E-sports arena.


Companies like Sony and Nintendo, headquartered in Japan, are continuously innovating their gaming consoles and software, providing players with state-of-the-art experiences that keep them engaged in competitive gaming.


Furthermore, the rise of mobile gaming, aided by the increasing penetration of smartphones in Japan, allows a wider audience to access E-sports, further enhancing participation and viewership.


Japan E-sports Market Segment Insights


E-sports Market Revenue Stream Insights


The Japan E-sports Market revenue stream is poised for significant growth as it taps into various segments that drive consumer engagement and investment. Firms involved in sponsorship have become increasingly important as brands recognize the potential of partnering with popular E-sports teams and players to reach younger audiences.


This segment thrives on high visibility and interactive marketing strategies that resonate with enthusiastic gamers. Media rights, on the other hand, play a crucial role in broadcasting events, generating substantial revenue through partnerships with streaming platforms and cable networks, which cater to the increasing viewership hungry for live content.


Merchandise and tickets represent a tangible connection to the gaming experience, as fans seek memorabilia and direct access to prestigious tournaments, creating additional revenue opportunities for organizers.


Publisher fees are also noteworthy, as game developers monetize their products through licensing deals that allow other entities to host tournaments while ensuring that the competitive environment remains closely aligned with their brand.


Digital platforms are transforming how audiences consume gaming content, providing unprecedented access to live streams, virtual tournaments, and behind-the-scenes experiences that drive viewer commitment and participation in the ecosystem.Streaming has become synonymous with E-sports culture, enabling players to showcase their skills while building substantial followings, which translates into lucrative ad revenues linked to engaging content.


Each element of the revenue stream in the Japan E-sports Market plays a pivotal role in supporting the multifaceted growth of the overall industry, capturing the interest of diverse stakeholders and expanding the audience base as the E-sports phenomenon continues to flourish in the region.With a robust foundation and innovative approaches, the market presents rich opportunities for growth and investment as it solidifies its position in the entertainment industry.


Japan E-Sports Market Segment


Source: Primary Research, Secondary Research, MRFR Database and Analyst Review


E-sports Market Genres Insights


The Japan E-sports Market has shown remarkable segmentation based on genres, with each genre having its own unique appeal and fan base, which contributes significantly to the overall industry dynamics. Player vs Player (PVP) games hold a prominent position, as they foster intense competitiveness and community engagement among players, making them essential for live tournaments.


First Person Shooter games are particularly popular for their immersive experiences and fast-paced action, attracting a dedicated audience. Sports Games resonate strongly with Japan's culture of athleticism and competitive spirit, drawing in fans who are eager to watch and participate in virtual sports competitions.


Real-time strategy games are valued for their strategic depth and tactical gameplay, appealing to those who enjoy cognitive challenges. Additionally, Multiplayer Online Battle Arena (MOBA) games represent a thriving segment, with team-based gameplay and cooperative strategies that encourage community building among players.


Fighting games are a staple of Japan's gaming heritage, offering rich narratives and high levels of player skill, which keeps their competitive scene vibrant and dynamic.Collectively, these genres not only enhance the richness of the gaming landscape in Japan but also drive substantial engagement and revenue within the Japan E-sports Market, showcasing its diverse appeal and continuous growth potential.


Japan E-sports Market Key Players and Competitive Insights


The Japan E-sports Market has been rapidly evolving, becoming a significant contender on the global stage. The dynamic nature of the gaming industry, combined with a culturally rich environment that celebrates competitive gaming, has created fertile ground for both domestic and international companies.


This market is characterized by high participation rates among young gamers, enthusiastic viewership on digital platforms, and an increasing number of E-sports events that attract large audiences. With the integration of advanced technologies and growing investments from various stakeholders, the competitive landscape is vibrant and continually shifting.To better understand the competitive insights, it is crucial to examine the key players and factors influencing this market, including the strategies they employ to engage consumers and maintain their market presence.


Riot Games stands out in the Japan E-sports Market due to its deep-rooted cultural connections and a strong portfolio of engaging games. Known primarily for its flagship title, the company has successfully cultivated a loyal player community in Japan. Its strengths lie in its content creation, regular updates, and community engagement initiatives that resonate well with local gamers.


By hosting high-profile tournaments and collaborating with popular Japanese influencers, Riot Games has managed to establish a robust market presence.Additionally, the company focuses on localization, ensuring that its games are culturally attuned to the Japanese audience. This approach not only enhances player satisfaction but also fosters a competitive environment that encourages both casual and professional play.


NEC has carved a niche within the Japan E-sports Market, focusing on providing essential infrastructure and technology solutions tailored for gaming and E-sports. The company offers a range of products and services, including high-performance computing systems, network solutions, and software that enhance the competitive gaming experience.


NEC's strengths are evident in its partnerships with local E-sports organizations and event organizers, which have facilitated the successful execution of numerous tournaments in Japan. Furthermore, the company has engaged in strategic mergers and acquisitions to bolster its technological capabilities and expand its offerings within the E-sports ecosystem.By investing in research and development, NEC continues to innovate and supply the necessary tools for gamers and E-sports professionals, solidifying its presence in the rapidly growing Japanese market.


Key Companies in the Japan E-sports Market Include



  • Riot Games

  • NEC

  • Aiming

  • Colopl

  • Gree

  • Koei Tecmo

  • DMM.com

  • CyberAgent

  • CAPCOM

  • Nintendo

  • Square Enix

  • Sony

  • Cygames

  • Fancade

  • Bandai Namco Entertainment


Japan E-sportsMarket Developments


The Japan E-sports Market is experiencing significant growth and transformation, with companies like Riot Games, Sony, and Bandai Namco Entertainment leading advancements. In recent months, Riot Games has launched several community engagement initiatives fueling player interest, while Sony is concentrating on enhancing its gaming portfolio to solidify its position in the E-sports industry.Aiming and Colopl have also reported increased revenue driven by popular mobile E-sports titles. Additionally, DMM.com is investing in competitive gaming platforms to attract a broader audience.


Furthermore, a noticeable rise in market valuation has been observed, with the total E-sports revenue in Japan expected to surpass USD 1 billion by 2025, according to government studies. In terms of mergers and acquisitions, with no major deals reported in recent months, the landscape remains stable.However, companies like CyberAgent and Cygames continue to expand their collaborations with international E-sports organizations to enhance their market presence. Overall, the dynamic environment of Japan's E-sports sector emphasizes the importance of innovation and strategic partnerships among leading gaming companies to capture the ever-growing audience.


Japan E-sports Market Segmentation Insights



  • E-sports Market Revenue Stream Outlook

    • Sponsorship

    • Media Rights

    • Merchandise and Tickets

    • Publisher Fees

    • Digital Platforms

    • Streaming



  • E-sports Market Genres Outlook

    • Player VS Player (PVP)

    • First Person Shooter

    • Sports Games

    • Real-Time Strategy

    • Multiplayer Online Battle Arena

    • Fighting



Report Attribute/Metric Source: Details
MARKET SIZE 2018 45.91(USD Million)
MARKET SIZE 2024 55.52(USD Million)
MARKET SIZE 2035 182.71(USD Million)
COMPOUND ANNUAL GROWTH RATE (CAGR) 11.437% (2025 - 2035)
REPORT COVERAGE Revenue Forecast, Competitive Landscape, Growth Factors, and Trends
BASE YEAR 2024
MARKET FORECAST PERIOD 2025 - 2035
HISTORICAL DATA 2019 - 2024
MARKET FORECAST UNITS USD Million
KEY COMPANIES PROFILED Riot Games, NEC, Aiming, Colopl, Gree, Koei Tecmo, DMM.com, CyberAgent, CAPCOM, Nintendo, Square Enix, Sony, Cygames, Fancade, Bandai Namco Entertainment
SEGMENTS COVERED Revenue Stream, Genres
KEY MARKET OPPORTUNITIES Mobile gaming growth potential, Increasing youth engagement, Streaming platform partnerships, Sponsorship and advertising expansion, Esports events and tournaments growth
KEY MARKET DYNAMICS growing youth participation, increasing sponsorship investments, expanding game titles, strong mobile gaming presence, government support initiatives
COUNTRIES COVERED Japan


Frequently Asked Questions (FAQ) :

The Japan Esports Market is expected to be valued at 55.52 million USD in 2024.

By 2035, the Japan Esports Market is projected to reach a value of 182.71 million USD.

The expected CAGR for the Japan Esports Market from 2025 to 2035 is 11.437 percent.

Sponsorship is expected to dominate the Japan Esports Market, valued at 20.0 million USD in 2024.

Sponsorship revenue in the Japan Esports Market is expected to grow to 70.0 million USD by 2035.

The expected value of media rights revenue in the Japan Esports Market in 2024 is 10.0 million USD.

Merchandise and ticket revenue in the Japan Esports Market is projected to reach 50.0 million USD by 2035.

Key players in the Japan Esports Market include Riot Games, NEC, Aiming, and Bandai Namco Entertainment, among others.

Digital platform revenue in the Japan Esports Market is expected to grow to 12.71 million USD by 2035.

Publisher fees are expected to contribute 20.0 million USD to the Japan Esports Market by 2035.

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