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    Japan E Sports Market

    ID: MRFR/ICT/44866-HCR
    200 Pages
    Garvit Vyas
    September 2025

    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

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    Japan E-Sports Market Research Report - Forecast to 2035 Infographic
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    Japan E Sports Market Summary

    The Japan E-sports market is projected to grow from 55.5 million USD in 2024 to 182.7 million USD by 2035.

    Key Market Trends & Highlights

    Japan E-sports Key Trends and Highlights

    • The Japan E-sports market is valued at 55.5 million USD in 2024.
    • By 2035, the market is expected to reach 182.7 million USD, indicating substantial growth.
    • The compound annual growth rate (CAGR) for the period from 2025 to 2035 is estimated at 11.44 percent.
    • Growing adoption of digital gaming platforms due to increasing internet penetration is a major market driver.

    Market Size & Forecast

    2024 Market Size 55.5 (USD Million)
    2035 Market Size 182.7 (USD Million)
    CAGR (2025-2035) 11.44%

    Major Players

    Riot Games, NEC, Aiming, Colopl, Gree, Koei Tecmo, DMM.com, CyberAgent, CAPCOM, Nintendo, Square Enix, Sony, Cygames, Fancade, Bandai Namco Entertainment

    Japan E Sports Market Trends

    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 Segment Insights

    Japan

    Japan E-sports Market Segment Insights

    E-sports

    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.

    E-sports

    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.

    Get more detailed insights about Japan E-Sports Market Research Report - Forecast to 2035

    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 market include

    Industry 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

    Outlook

    • Player VS Player (PVP)
    • First Person Shooter
    • Sports Games
    • Real-Time Strategy
    • Multiplayer Online Battle Arena
    • Fighting

    Report Scope

    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

    FAQs

    What is the expected market size of the Japan Esports Market in 2024?

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

    What is the projected market size of the Japan Esports Market by 2035?

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

    What is the compound annual growth rate (CAGR) for the Japan Esports Market from 2025 to 2035?

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

    Which revenue stream is expected to dominate the Japan Esports Market?

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

    What will the sponsorship revenue be in the Japan Esports Market by 2035?

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

    What is the expected value of media rights revenue in the Japan Esports Market in 2024?

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

    What is the projected merchandise and ticket revenue for the Japan Esports Market by 2035?

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

    Who are some key players in the Japan Esports Market?

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

    What growth opportunities exist for digital platforms in the Japan Esports Market by 2035?

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

    How much will publisher fees contribute to the Japan Esports Market by 2035?

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

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