Soccer - Japan

  • Japan
  • Revenue in the Soccer market is projected to reach €1.61bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 2.82%, resulting in a projected market volume of €1.85bn by 2029.
  • In global comparison, most revenue will be generated in the United Kingdom (€8,991.00m in 2024).
  • The average revenue per user (ARPU) in the Soccer market is projected to amount to €146.20 in 2024.
  • In the Soccer market, the number of users is expected to amount to 12.0m users by 2029.
  • User penetration in the Soccer market will be at 9.0% in 2024.
 
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Analyst Opinion

The Soccer market in Japan has been experiencing minimal growth due to declining interest in traditional media consumption and high merchandise costs. However, online ticket sales have seen an increase as consumers seek convenience. Additionally, the rising trend of health awareness among consumers has led to a growth in the demand for sports activities and participation, boosting the overall Soccer market in Japan.

Customer preferences:
One notable trend in the Soccer Market within the Sports Market is the rise of e-sports. With the growing interest in video games and the increasing availability of high-speed internet, e-sports tournaments and leagues are gaining popularity in Japan. This has also led to a surge in the demand for professional e-sports players and coaches, creating a new avenue for career opportunities. Additionally, cultural nuances that emphasize teamwork and strategy in soccer have translated well into the world of e-sports, further driving its growth in Japan. As a result, traditional sports brands and teams are also starting to invest in e-sports, recognizing its potential as a lucrative market.

Trends in the market:
In Japan, the Soccer Market within the Sports Market has seen a recent uptick in the adoption of technology to enhance the fan experience. Various sports teams have started using mobile apps to engage with fans and provide them with real-time updates and scores. This trend not only improves fan engagement but also opens up new revenue streams for teams and sponsors. Additionally, there has been a surge in e-sports events and collaborations between traditional sports leagues and e-sports organizations. This points to a potential convergence of traditional sports and e-sports, creating new opportunities for industry stakeholders to tap into this growing market.

Local special circumstances:
In Japan, the Soccer Market is heavily influenced by the countrys strong cultural affinity for sports, specifically baseball and sumo. This has presented challenges for soccer to establish a foothold in the market, despite its global popularity. Additionally, the structure of the professional soccer league, with limited promotion and relegation, has hindered the growth and competitiveness of the sport. These factors have led to a more niche market for soccer, with a dedicated fan base, but limited overall market share.

Underlying macroeconomic factors:
In Japan, the Soccer Market within the Sports Market is highly influenced by macroeconomic factors such as the countrys economic growth and fiscal policies. Japans stable economic health and favorable regulatory environment have led to a significant increase in investment in sports and related infrastructure, boosting the growth of the Soccer Market. Additionally, the rise in popularity of soccer globally, coupled with the increasing focus on physical activity and sports participation, has further contributed to the growth of the Soccer Market in Japan. Furthermore, the growing fan base and demand for high-quality international soccer tournaments and events in Japan have also driven market growth.

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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