Sports - Japan

  • Japan
  • Revenue in the Sports market is projected to reach €3,309.00m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 2.65%, resulting in a projected market volume of €3,771.00m by 2029.
  • In global comparison, most revenue will be generated in the United States (€46,140.00m in 2024).
  • The average revenue per user (ARPU) in the Sports market is projected to amount to €39.50 in 2024.
 
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Analyst Opinion

The Sports market in Japan has experienced slow growth, with negligible growth rates. Factors such as high competition and a saturated market have impacted this growth. However, the increased popularity of sports among Japans younger generation and the convenience of online ticket sales have contributed to its growth. Additionally, the ongoing investments in modernizing sports facilities and the development of new sports leagues also play a role in driving growth in this market.

Customer preferences:
In Japan, the Sports Market is seeing a rise in demand for high-quality and functional sportswear that caters to specific activities such as running, hiking, and yoga. This reflects the increasing focus on health and wellness among Japanese consumers, as well as the popularity of outdoor activities and fitness trends. Additionally, there is a growing interest in eco-friendly and sustainable products, as sustainability continues to gain prominence in Japanese culture. Brands offering these features are likely to capture the attention of Japanese consumers and have a competitive edge in the market.

Trends in the market:
In Japan, the Sports market is currently experiencing a rise in popularity of e-sports. With the rapid advancement of technology, more and more people are turning to online gaming as a form of entertainment and competition. In addition, major sports teams and organizations are investing in e-sports teams and tournaments, recognizing the potential for growth and income in this market. This trend is expected to continue, with the emergence of virtual and augmented reality in gaming, creating a more immersive and interactive experience for players. This has significant implications for industry stakeholders, as the e-Sports market presents new opportunities for revenue generation and brand visibility. It also has potential implications for traditional sports, as it may attract younger audiences away from traditional sports events. Moreover, it highlights the need for the Sports market to adapt to changing technologies and consumer preferences in order to remain competitive.

Local special circumstances:
In Japan, the Sports market is heavily influenced by the countrys long-standing culture of traditional sports, such as sumo wrestling and martial arts, which have a strong fan base. Additionally, the countrys geography, with limited land resources for outdoor sports facilities, has led to a strong focus on indoor sports like baseball and basketball. Furthermore, regulations around the gambling industry have affected the development of professional sports leagues, leading to a unique balance between sponsorships and public interest in sports events.

Underlying macroeconomic factors:
The Sports Market in Japan is heavily influenced by macroeconomic factors such as economic stability, consumer spending, and government policies. As the third largest economy in the world, Japans economic health plays a crucial role in the growth and success of the Sports market. The countrys strong fiscal policies and investments in infrastructure have supported the development of the market in recent years. Additionally, Japans growing population of health-conscious individuals and increasing interest in sports and fitness activities are fueling the demand for sports-related products and services. Overall, Japans stable economy and favorable business environment create a conducive market for growth and investment in the sports industry.

Methodology

Data coverage:

The data encompasses B2C and B2B revenues. Figures are based on media spending, merchandise spending, and ticket spending. All monetary figures for merchandise and tickets refer to consumer spending on goods or tickets in the respective segment, which can be online and offline.

Modeling approach / Market size:

Market sizes are determined through a combination of bottom-up and top-down approaches, building on specific predefined factors for each market segment. As a basis for evaluating markets, we use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per ticket, price on sport goods). In addition, we use relevant key market indicators and data from country-specific associations, such as GDP, number of internet users, and internet consumption. This data helps us 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 relevant market. For example, the S-curve function or linear forecasting, as it fits the development of either strong growing markets or more sophistacted and saturated markets, such as soccer in Europe.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). We also account for the different cycles of international tournaments, such as world cups or continent cups. Consumer Insights data is reweighted for representativeness.

Vue d’ensemble

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