Japan Esports Market Size, Share, Trends and Forecast by Revenue Model, Platform, Games, and Region, 2025-2033

Japan Esports Market Size, Share, Trends and Forecast by Revenue Model, Platform, Games, and Region, 2025-2033

Report Format: PDF+Excel | Report ID: SR112024A11596
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Japan Esports Market Size and Share:

 The Japan esports market size was valued at USD 139.9 Million in 2024. Looking forward, IMARC Group estimates the market to reach USD 391.1 Million by 2033, exhibiting a CAGR of 12.1% from 2025-2033. The market is witnessing significant expansion, principally bolstered by growing popularity among younger demographics and government support and industry collaboration. Additionally, expanding professional leagues and tournaments, integration of esports into education institutions, and advancements in streaming with fan engagements further contribute to the market expansion.

Report Attribute
Key Statistics
Base Year
2024
Forecast Years
2025-2033
Historical Years
2019-2024
Market Size in 2024 USD 139.9 Million
Market Forecast in 2033 USD 391.1 Million
Market Growth Rate (2025-2033) 12.1%


The increasing popularity of esports among Japan’s younger demographics is a major market driver. Competitive gaming has transformed into a mainstream form of entertainment, with younger audiences actively engaging in both playing and viewing esports events. For instance, a 2024 survey of young Japanese individuals found that more than 40% of those aged 18–39 believe esports will become part of future Olympics. Support was notably high among 18–29-year-olds (43.7%) and those in their 30s (42.5%). Furthermore, 48% of participants view esports as a sport poised to gain popularity. This trend highlights the growing popularity of esports among younger demographics, reflecting their recognition of gaming as a legitimate competitive discipline. The increasing prevalence of professional tournaments, coupled with advancements in technology and streaming platforms, has elevated esports into mainstream entertainment. Young audiences actively engage with esports, not only as players but also as enthusiastic spectators, driving viewership and industry growth. The potential inclusion of esports in the Olympics aligns with the evolving perception of gaming as a globally recognized sport, further solidifying its cultural significance among Japan's youth.

Government initiatives and industry collaborations are also significantly boosting Japan’s esports market. The Japanese government has embraced esports by easing legal restrictions on prize money and promoting its incorporation into tourism and regional regeneration initiatives, acknowledging the potential economic and social benefits of the sport. By creating professional leagues, holding major tournaments, and improving the infrastructure for competitive gaming, collaborations between game developers, sponsors, and event planners have further stimulated the market's expansion. For instance, in September 2024, the Apex Legends Championship Series (ALGS) partnered with Sony, making its INZONE gaming brand the official monitor provider for the ALGS Year 4 Championship in Sapporo, Japan, in early 2025. Sony's M10S monitors, co-designed with Fnatic, will feature at the event. ALGS now has four partners, including Alienware, Herman Miller, and Battle Beaver. These strategic efforts are positioning Japan as a leading esports hub in Asia, driving both domestic and international interest in the industry.

Japan Esports Market Trends:

Expansion of Professional Leagues and Tournaments

One notable trend in Japan's esports business is the quick expansion of professional esports leagues and competitions. Well-known video games like League of Legends, Street Fighter, and Valorant have become quite popular and have helped to create organized leagues and championships. In addition to showcasing elite talent, these events draw sizable crowds thanks to live venues and internet broadcast services. Sponsors and advertisers have made significant investments in esports because of its growing popularity as a spectator sport, which has further professionalized the sector.  For instance, in March 2024, Riot Games, with significant presence in Japan, announced plans to revise the business model of League of Legends (LoL) Esports, aiming for sustainability by reducing dependence on sponsorships. In the previous year, LoL Esports saw a 58% and 65% increase in AMA for its MSI and Worlds events, respectively, with overall regional league growth of 16%. The changes include fixed stipends for teams, revenue sharing from in-game digital content, and a Global Revenue Pool (GRP) divided into General (50%), Competitive (35%), and Fandom (15%) shares. Sponsorships also showed growth in early 2024, with partners like HP and Heineken joining. Additionally, these tournaments have become integral to Japan’s cultural and entertainment sectors, drawing both local and international attention.

Integration of Esports into Education and Training

As esports gains popularity as a legitimate professional route, it is being incorporated more and more into Japan's educational and training institutions. Esports programs that emphasize teamwork, strategy development, and gaming abilities are being introduced by schools and universities. These programs also provide insights into the technology and commercial elements of the industry.  For instance, in 2024, Temple University, Japan Campus (TUJ) partnered with the Asian Electronic Sports Federation (AESF) to enhance esports education, training, and competitions. The TUJ esports team competed in the University of Tsukuba's gaming events on January 20-21 and February 3-4. These initiatives aim to nurture the next generation of esports professionals, including players, commentators, and event organizers. By fostering talent development, Japan is positioning itself as a competitive force in the global esports arena.

Advancements in Streaming and Fan Engagement

The future of the esports industry in Japan is being shaped by the development of streaming technologies and fan interaction tactics. Real-time communication between players, streamers, and viewers has been made possible via platforms such as Twitch, YouTube Gaming, and domestic services. By strengthening fan networks and improving viewer experiences, this interaction increases engagement and loyalty. For instance, in 2024, according to a stream charts survey, Japan’s streams generated over 2.17 billion watched hours, spanning ten platforms including YouTube, Twitch, and SOOP. Moreover, innovative content formats, such as behind-the-scenes videos and interactive live streams, redefine how fans connect with their favorite teams and players. These advancements not only expand viewership but also create additional revenue streams, solidifying Japan’s position as a key player in the esports ecosystem.

 Japan Esports Industry Segmentation:

IMARC Group provides an analysis of the key trends in each segment of the Japan esports market, along with forecasts at the country and regional levels from 2025-2033. The market has been categorized based on revenue model, platform, and games.

Analysis by Revenue Model:

Japan Esports Market Report

  • Media Rights
  • Advertising and Sponsorships
  • Merchandise and Tickets
  • Others
     

Media rights refer to the license contracts that permit broadcasters and streaming services to disseminate esports content. This revenue model is essential to the esports industry in Japan since it makes money from the rising popularity of competitive gaming. Businesses obtain exclusive broadcasting rights to well-known leagues and tournaments, increasing viewership and making significant profits. By encouraging professionalization, drawing funding from sponsors and media corporations, and elevating esports to the status of popular entertainment, this strategy helps the market. Increased exposure via media rights also boosts fan interaction and quickens the expansion of the industry.

In the revenue model section, sponsorships and advertising refer to the monetary contributions made by companies and organizations to advertise their goods or services through esports teams, players, or events. Because it offers substantial funding and raises awareness of esports activities, this approach is essential to the Japanese esports sector. Prominent businesses spend money on sponsorships to reach a very interested audience, and running ads during competitions or streams guarantees broad brand awareness. This win-win strategy promotes the professionalization and growth of esports in Japan while increasing industry revenue.

Sales of merchandise and tickets are important parts of the business model in the Japanese esports market, which has greatly aided in its expansion. Branded clothing, accessories, and collectibles are examples of merchandise, and live esports competitions and events provide ticket sales. These channels improve fan interaction and give teams, event planners, and sponsors a direct source of income. Esports' rising popularity in Japan has raised demand for premium goods and event access, creating a thriving ecosystem that promotes long-term viability and financial success for all parties involved in the sector.

Analysis by Platform:

  • PC-based Esports
  • Consoles-based Esports
  • Mobile and Tablets
     

PC-based esports are essential to the Japanese esports market because of its excellent visuals, adaptable configurations, and compatibility with top-tier accessories. Professionals and casual gamers alike are drawn to PC-based esports, which creates a fiercely competitive atmosphere that increases sponsorships and viewership. The scalability of the platform facilitates the holding of major competitions, strengthening Japan's position in the world of esports and fostering the growth of a strong and profitable gaming industry.

Console-based esports in the platform segment involves competitive gaming using consoles. This segment holds significant importance in the Japan esports market due to the country's strong affinity for console gaming. The accessibility of consoles and their widespread adoption among Japanese consumers have helped foster a robust competitive gaming culture. Console-based esports also drive revenue through tournaments, merchandise, and sponsorships, contributing to the market's steady growth.

The mobile and tablet segment in Japan's esports market represents gaming platforms optimized for handheld devices, offering accessibility and convenience to players and viewers. With the widespread adoption of smartphones and tablets in Japan, these platforms have become a cornerstone for esports participation and audience engagement. They cater to casual gamers and competitive players, enabling seamless gameplay and live streaming on the go. This segment is driving growth in Japan's esports industry by broadening its reach, attracting new demographics, and fostering community interaction through easily accessible, portable gaming solutions.

Analysis by Games:

  • Multiplayer Online Battle Arena (MOBA)
  • Player vs Players (PvP)
  • First Person Shooters (FPS)
  • Real Time Strategy (RTS)
     

Multiplayer Online Battle Arena (MOBA) games are a popular genre in esports, involving team-based gameplay where players control unique characters to achieve strategic objectives. MOBA games foster competitive engagement, making them a staple for professional tournaments and leagues. Their strategic depth and fast-paced action captivate audiences, boosting viewership and sponsorship opportunities. MOBA’s popularity strengthens Japan’s esports ecosystem, driving growth in talent development, fan engagement, and overall market expansion.

Player versus Player (PvP) games in the games segment involve direct competition between individual players or teams within a game environment. This format is a cornerstone of the Japan esports market, with PvP games fostering intense competition and skill-based gameplay, attracting both participants and spectators. In Japan, these games drive engagement through local and international tournaments, contributing to esports' cultural prominence. Additionally, PvP titles generate revenue streams through sponsorships, ticket sales, in-game purchases, and live-streaming partnerships, supporting market expansion.

First-person shooter (FPS) games form a crucial segment of Japan's esports market, known for their immersive gameplay and strategic depth. FPS games enhance the competitive ecosystem by offering engaging tournaments, fostering team collaboration, and showcasing individual skills. In Japan, their fast-paced, action-driven nature appeals to younger audiences, driving viewership and sponsorship opportunities. This genre's popularity continues to support the growth of Japan’s esports industry, contributing to its global prominence.

Real-time strategy (RTS) games involve players managing resources, units, and strategies in real time to outmaneuver opponents. This genre has gained significant traction in Japan's esports market due to its demand for quick decision-making and strategic thinking, which aligns with the preferences of competitive gaming audiences. The RTS segment is fostering growth in esports by attracting skilled players and engaging fans through tournaments and live-streamed events. Its inclusion in esports leagues enhances viewership and sponsorship opportunities, contributing to the overall expansion of Japan's esports industry.

Regional Analysis:

Japan Esports Market Report

  • Kanto Region
  • Kinki Region
  • Central/ Chubu Region
  • Kyushu-Okinawa Region
  • Tohoku Region
  • Chugoku Region
  • Hokkaido Region
  • Shikoku Region
     

The Kanto region serves as a critical hub for Japan’s esports market, driven by its dense population and advanced infrastructure. Home to Tokyo, the region hosts numerous esports events, tournaments, and gaming expos, attracting players and audiences from across the country and beyond. Leading gaming companies, streaming platforms, and esports organizations are headquartered here, fostering collaboration and innovation. The region’s vibrant gaming culture, state-of-the-art venues, and accessible transportation further enhance its role in promoting esports. Kanto’s influence significantly contributes to the growth and professionalization of Japan’s esports industry.

The Kinki region, encompassing major cities like Osaka and Kyoto, plays a pivotal role in Japan's esports market. As a hub of technological innovation and vibrant youth culture, the region hosts numerous esports tournaments, gaming expos, and community events. It also boasts a growing infrastructure of esports venues and training centers, fostering talent development and competitive gaming. The presence of leading gaming companies and strong consumer engagement further amplifies the region's contribution. These factors make Kinki a critical driver of esports growth, enhancing both regional and national market dynamics.

The Central/Chubu region is playing an instrumental role in advancing Japan's esports market by fostering infrastructure and talent development. Known for its technological innovation and strong gaming culture, the region hosts tournaments, training facilities, and esports events that attract players and audiences alike. Local governments and businesses are investing in esports to boost regional economic growth and tourism. Additionally, the area's strategic location enhances accessibility for national and international events. The Central/Chubu region is a vital contributor to Japan's esports ecosystem, promoting its expansion and global competitiveness.

The Kyushu-Okinawa region is playing a vital role in advancing Japan's esports market by leveraging its strong infrastructure and growing digital ecosystem. The region hosts esports tournaments, training centers, and events, attracting both players and spectators. Local government support and private sector investments are fostering the development of gaming hubs, enhancing opportunities for professional gamers. Additionally, Kyushu-Okinawa’s focus on integrating esports into the tourism and entertainment sectors further boosts its regional economy while contributing to the overall growth and diversification of Japan’s esports market.

The Tohoku region is emerging as a key contributor to Japan’s esports market through its growing grassroots initiatives and regional tournaments. With increasing investments in gaming infrastructure and community-focused events, Tohoku is fostering local talent and encouraging participation in competitive gaming. Educational institutions in the region are integrating esports programs, supporting skill development among younger demographics. By promoting esports as a cultural and economic activity, Tohoku enhances its visibility in the national esports’ ecosystem, contributing to the diversification and expansion of Japan’s competitive gaming market.

The Chugoku region is emerging as an influential player in Japan's esports market, leveraging its growing infrastructure and strong local interest in competitive gaming. Key cities such as Hiroshima serve as hubs for hosting regional tournaments, fostering grassroots participation, and attracting sponsorships. The region's universities and educational institutions are increasingly integrating esports programs, nurturing young talent, and raising awareness. Additionally, Chugoku's focus on community-based gaming events promotes engagement and inclusivity. These efforts collectively support the expansion of the esports ecosystem in Japan, contributing to its broader national growth.

Hokkaido is emerging as a growing contributor to Japan's esports market, leveraging its unique cultural and geographical appeal to attract players and audiences. The region is increasingly hosting esports tournaments and gaming events, fostering community engagement and tourism. Local initiatives are supporting talent development, providing opportunities for aspiring gamers and promoting esports education. With its distinct charm and focus on creating immersive experiences, Hokkaido enhances the diversity of Japan’s esports ecosystem, contributing to the market's expansion and strengthening its position in the broader gaming industry.

The Shikoku region is emerging as a contributor to Japan's esports market through initiatives aimed at promoting gaming culture and fostering talent development. Local governments and businesses are investing in esports facilities, training programs, and community events to engage enthusiasts and cultivate professional players. By hosting regional tournaments and integrating esports into educational and recreational programs, Shikoku is creating opportunities for young players and attracting sponsors. These efforts not only boost the local economy but also strengthen Shikoku’s position in Japan’s expanding esports industry.

Competitive Landscape:

The competitive landscape of the market is marked by intense competition among gaming publishers, technology providers, and event organizers. Prominent players include major gaming companies that drive innovation and sponsorships. For instance, in October 2024, Konami confirmed 6 global releases, including Suikoden I&II HD Remaster, Metal Gear Solid Delta: Snake Eater, Yu-Gi-Oh! Early Days Collection, and two Silent Hill titles. In addition, emerging startups and local organizations are also carving out niches in tournament management and player development. Collaboration with global esports brands further intensifies the competitive landscape, fostering advancements in infrastructure, audience engagement, and monetization strategies.

The report provides a comprehensive analysis of the competitive landscape in the Japan esports market with detailed profiles of all major companies.

Latest News and Developments:

  • In 2024, LightSpeed Studios, creators of PUBG Mobile and Undawn, launched a new Japan-based development studio led by Capcom legend Hideaki Itsuno. Located in Tokyo and Osaka, the studio will focus on AAA game development, though details on specific projects remain undisclosed.
  • In June 2024, the Japan Esports Union joined the Japanese Olympic Committee as an associate member, enabling teams to officially represent Japan in international esports until March 31, 2027. With esports participation growing, schools are being established to teach practical skills and knowledge from gaming professionals, highlighting esports' rising prominence.

Japan Esports Market Report Scope:

Report Features Details
Base Year of the Analysis 2024
 Historical Period 2019-2024
Forecast Period 2025-2033
Units Million USD
Scope of the Report Exploration of Historical and Forecast Trends, Industry Catalysts and Challenges, Segment-Wise Historical and Predictive Market Assessment: 
  • Revenue Model
  • Platform
  • Games
  • Region 
Revenue Models Covered Media Rights, Advertising and Sponsorships, Merchandise and Tickets, Others
Platforms Covered PC-based Esports, Consoles-based Esports, Mobile and Tablets
Games Covered Multiplayer Online Battle Arena (MOBA), Player vs Players (PvP), First Person Shooters (FPS), Real Time Strategy (RTS)
Regions Covered Kanto Region, Kinki Region, Central/ Chubu Region, Kyushu-Okinawa Region, Tohoku Region, Chugoku Region, Hokkaido Region, Shikoku Region
Customization Scope 10% Free Customization
Post-Sale Analyst Support 10-12 Weeks
Delivery Format PDF and Excel through Email (We can also provide the editable version of the report in PPT/Word format on special request)


Key Benefits for Stakeholders:

  • IMARC’s report offers a comprehensive quantitative analysis of various market segments, historical and current market trends, market forecasts, and dynamics of the Japan esports market from 2019-2033.
  • The research study provides the latest information on the market drivers, challenges, and opportunities in the Japan esports market.
  • Porter's Five Forces analysis assists stakeholders in assessing the impact of new entrants, competitive rivalry, supplier power, buyer power, and the threat of substitution. It helps stakeholders to analyze the level of competition within the Japan esports industry and its attractiveness.
  • Competitive landscape allows stakeholders to understand their competitive environment and provides an insight into the current positions of key players in the market.

Key Questions Answered in This Report

Esports refer to competitive video gaming in Japan, encompassing professional tournaments, leagues, and community events. Applications include entertainment, education, and business, with esports integrated into marketing, talent development, and digital content creation. Its role extends to fostering teamwork, promoting technological innovation, and supporting regional revitalization through esports-driven tourism and events.

The Japan esports market was valued at USD 139.9 Million in 2024.

IMARC estimates the Japan esports market to exhibit a CAGR of 12.1% during 2025-2033.

The Japan esports market is driven by increasing youth engagement, government support, and technological advancements. Rising demand for professional tournaments, growing corporate sponsorships, and integration of esports into education and training programs further fuel growth. Enhanced streaming platforms and fan engagement strategies solidify esports as a mainstream entertainment and economic sector.

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Japan Esports Market Size, Share, Trends and Forecast by Revenue Model, Platform, Games, and Region, 2025-2033
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