Games Live Streaming - Japan

  • Japan
  • In Japan, revenue in the Games Live Streaming market market is projected to reach €1.20bn in 2024.
  • Revenue in this sector is expected to show an annual growth rate (CAGR 2024-2029) of 7.21%, leading to a projected market volume of €1.70bn by 2029.
  • The number of users in Japan's Games Live Streaming market market is anticipated to amount to 62.6m users by 2029.
  • User penetration in Japan will be 36.2% in 2024 and is expected to increase to 52.5% by 2029.
  • In a global context, the majority of revenue will be generated China, with an estimated €2,393.00m in 2024.
  • The average revenue per user (ARPU) in Japan's Games Live Streaming market market is projected to amount to €27.12 in 2024.
  • In Japan, the Games Live Streaming market is experiencing a surge in popularity, driven by the country's rich gaming culture and technological advancements.

Key regions: Japan, China, Europe, France, Germany

 
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Analyst Opinion

The Games Live Streaming market in Japan has been experiencing significant growth in recent years, driven by the increasing popularity of online gaming and the rise of eSports.

Customer preferences:
Japanese consumers have shown a strong preference for live streaming games over traditional forms of entertainment such as television or movies. This is partly due to the interactive nature of live streaming, which allows viewers to engage with their favorite gamers in real-time through comments and chat functions. Additionally, the convenience of being able to watch games on-demand and from anywhere has also contributed to the growing popularity of live streaming in Japan.

Trends in the market:
One of the key trends in the Games Live Streaming market in Japan is the emergence of professional eSports leagues and tournaments. These events attract millions of viewers both online and offline, creating a huge demand for live streaming services. As a result, many gaming platforms and streaming platforms have started to invest in eSports infrastructure and content, further fueling the growth of the market. Another trend in the market is the increasing number of gamers who are turning to live streaming as a way to generate income. With the rise of platforms that allow gamers to monetize their content through subscriptions, donations, and sponsorships, many Japanese gamers have been able to turn their passion into a viable career. This has not only attracted more gamers to the live streaming scene but has also contributed to the overall growth of the market.

Local special circumstances:
Japan has a strong gaming culture, with a large number of dedicated gamers and a thriving gaming industry. This has created a fertile ground for the development of the Games Live Streaming market. Additionally, the country has a highly developed internet infrastructure, with fast and reliable internet connections available to a large portion of the population. This has made it easier for Japanese consumers to access and enjoy live streaming content.

Underlying macroeconomic factors:
The growth of the Games Live Streaming market in Japan can also be attributed to underlying macroeconomic factors. The country has a stable economy and a high disposable income, which allows consumers to spend on leisure activities such as gaming and live streaming. Furthermore, the increasing penetration of smartphones and other mobile devices has made it even more convenient for Japanese consumers to access live streaming content on the go. In conclusion, the Games Live Streaming market in Japan is experiencing rapid growth due to customer preferences for interactive and on-demand entertainment, the emergence of professional eSports leagues, the monetization opportunities for gamers, the strong gaming culture, the advanced internet infrastructure, the stable economy, and the high disposable income of Japanese consumers.

Methodology

Data coverage:

Figures are based on company revenues, consumer spending, consumer spending on platforms, advertising spending, annual reports and funding data.

Modeling approach / Market size:

Market sizes are determined by a Top-Down approach, based on a specific rationale for the market. As a basis for evaluating markets, we use reports, third-party studies, research companies. Next we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, internet penetration. This data helps us to estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the particular market. For example, the S-curve function and exponential trend smoothing are well suited to forecast digital products and services due to the non-linear growth of technology adoption. The main drivers are consumer spending per capita, level of digitalization, video gaming revenues.

Additional Notes:

The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

Vue d’ensemble

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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