eSports market size Japan 2019-2025
收藏www.statista.com2024-01-04 更新2025-03-22 收录
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The eSports market in Japan was valued at about 12.5 billion Japanese yen in 2022. While the growth was somewhat stunted in 2020 and 2021 due to the COVID-19 pandemic, the market grew more strongly in 2022 and was expected to reach a size of almost 21.8 billion yen by 2025.Makeup of the market A breakdown of the revenues shows that sponsorships, event management, and media rights are the largest revenue streams for the Japanese eSports market. Other categories are prizes, streaming, tickets, merchandise, and licensing. The high revenue share of sponsorships, event management, and media rights indicates the importance eSports viewers have for the market. A majority of people in Japan are aware of eSports, and the eSports audience is expected to grow in the coming years.Comparatively slow development of eSports in Japan Although Japan is one of largest gaming markets in the world and home to many important video game companies, such as Sony, Nintendo, Bandai Namco, and Square Enix, the development of eSports has been slow compared to other countries in the region, such as South Korea and China. Next to legal hurdles that capped the prize money people could win at competitions, one big factor are the preferences of consumers in Japan, which tend to be more in favor of mobile gaming and console gaming. PC gaming, which is the focal point of the international eSports scene, enjoys a lower popularity in Japan.
2022年,日本电子竞技市场的估值约为125亿日元。尽管受COVID-19疫情的影响,在2020年和2021年市场增长有所放缓,但在2022年市场增长势头强劲,预计到2025年将达到近218亿日元。市场构成分析显示,赞助、赛事管理与媒体版权是日本电子竞技市场最大的收入来源。其他类别包括奖金、直播、门票、商品和授权。赞助、赛事管理与媒体版权的高收入份额凸显了电子竞技观众对市场的重视。大多数日本人熟知电子竞技,预计在未来几年电子竞技观众群体将不断扩大。相较于其他地区,如韩国和中国,尽管日本是世界最大的游戏市场之一,且拥有众多重要的游戏公司,如索尼、任天堂、万代南梦宫和Square Enix,但日本电子竞技的发展相对缓慢。除了限制竞赛奖金的法律障碍外,一个重要因素是日本消费者的偏好,他们更倾向于移动游戏和主机游戏。在国际电子竞技场景中占据核心地位的PC游戏在日本的人气较低。
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