Home Entertainment - Japan

  • Japan
  • Revenue in the Home Entertainment market is projected to reach €0.9bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2028) of 5.86%, resulting in a projected market volume of €1.1bn by 2028.
  • In the Home Entertainment market, the number of active households is expected to amount to 33.8m users by 2028.
  • Household penetration will be 15.8% in 2024 and is expected to hit 58.8% by 2028.
  • The average revenue per installed Smart Home currently is expected to amount to €96.39.
Comparaison de régions

Analyst Opinion

The Home Entertainment market in Japan has seen significant growth in recent years, driven by changing customer preferences and local special circumstances.

Customer preferences:
Japanese consumers have shown a strong preference for high-quality audio and visual experiences, leading to a surge in demand for home entertainment products. With advancements in technology, customers are increasingly seeking immersive experiences in their homes, such as high-definition televisions, surround sound systems, and gaming consoles. Additionally, there is a growing interest in smart home devices that integrate with home entertainment systems, providing convenience and connectivity.

Trends in the market:
One of the key trends in the Japanese Home Entertainment market is the increasing popularity of streaming services. With the rise of platforms like Netflix and Amazon Prime Video, consumers are shifting away from traditional cable and satellite television subscriptions. This trend is driven by the convenience and flexibility of streaming services, allowing users to access a wide range of content on-demand. As a result, there has been a decline in DVD and Blu-ray sales, as consumers opt for digital content. Another trend in the market is the growing demand for virtual reality (VR) and augmented reality (AR) devices. Japanese consumers are embracing the immersive experiences offered by VR and AR technologies, particularly in the gaming and entertainment sectors. This has led to the introduction of VR headsets and AR glasses, as well as the development of VR and AR content.

Local special circumstances:
Japan has a strong gaming culture, which has had a significant impact on the Home Entertainment market. The popularity of gaming consoles, such as Sony's PlayStation and Nintendo's Switch, has contributed to the growth of the market. Japanese consumers are avid gamers and are willing to invest in high-quality gaming experiences, driving the demand for gaming consoles, accessories, and games. Additionally, Japan is known for its vibrant entertainment industry, including anime and music. This has created a strong market for home entertainment products related to these industries, such as anime DVDs, music CDs, and merchandise. The popularity of Japanese pop culture both domestically and internationally has further fueled the demand for these products.

Underlying macroeconomic factors:
The growth of the Home Entertainment market in Japan is also influenced by underlying macroeconomic factors. The country has a high disposable income and a strong economy, allowing consumers to afford premium home entertainment products. Furthermore, the aging population in Japan has contributed to the growth of the market, as older consumers tend to spend more time at home and invest in home entertainment systems. In conclusion, the Home Entertainment market in Japan is experiencing growth due to changing customer preferences, including a demand for high-quality audio and visual experiences and the popularity of streaming services. The market is also influenced by local special circumstances, such as the gaming culture and the vibrant entertainment industry. Additionally, underlying macroeconomic factors, such as high disposable income and an aging population, contribute to the growth of the market.


Data coverage:

The data encompasses B2C enterprises. Figures are based on the sales of smart home products, excluding taxes.

Modeling approach:

Market sizes are determined through a bottom-up approach, building on a specific rationale for each market category. As a basis for evaluating markets, we use the Statista Global Consumer Survey, market data from independent databases and third-party sources, and Statista interviews with market experts. In addition, we use relevant key market indicators and data from country-specific associations, such as household internet penetration and consumer spending for households. This data helps us estimate the market size for each country individually.


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 and exponential trend smoothing are well suited for forecasting innovative products due to the non-linear growth of technology adoption. The main drivers are GDP/capita, level of digitization, and consumer attitudes toward smart home integration.

Additional notes:

The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated once a year, in case market dynamics change we do more frequent updates.

Vue d’ensemble

  • Revenue
  • Key Players
  • Product Types
  • Global Comparison
  • Analyst Opinion
  • Methodology
  • Key Market Indicators
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