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Japan Metaverse Market Intelligence and Future Growth Dynamics Databook - 100+ KPIs Covering Market Size by Sector X Use cases X Technology, Business and Consumer Spend, NFT Spend - Q1 2023

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    Report

  • 183 Pages
  • January 2023
  • Region: Japan
  • TechInsight360
  • ID: 5738835
According to the publisher, the Metaverse industry in Japan is expected to grow by 48.7% on an annual basis to reach US$6,504.8 million in 2023.

The Metaverse industry is expected to grow steadily over the forecast period, recording a CAGR of 36.5% during 2023-2030. The Metaverse Spend Value in the country will increase from US$4,374.7 million in 2022 to reach US$57,397.5 million by 2030.

The metaverse ecosystem is growing in Japan and has caught the attention of both private and public entities over the last few quarters. Amid the growing interest in the space, firms have started developing innovative metaverse tools. For instance, Toppan Inc., a major printing firm in Japan, has developed a virtual showroom in the metaverse, which allows people to see various colors and details of materials used in homes and cars.

Bascule Inc., a Japanese digital advertising firm, also entered into the metaverse and is offering a VR headset tour around the International Space Station that is created in the metaverse. With the growing metaverse landscape in Japan, global players are also expected to launch their metaverse platform in the country from the short to medium-term perspective. During the annual tech show held in October 2022, Meta demonstrated its Horizon Workrooms metaverse service, the platform which enables participants to hold business meetings in the virtual world.

Along with private firms, government entities have also shown their interest in the space. The investment from the government is expected to support the growth of the industry from the short to medium-term perspective.

Government investment in digital technology is expected to drive metaverse innovation in Japan

After being a laggard for several years in the space of digital technology, Japan has finally started to push towards the adoption of emerging technology such as non-fungible tokens and metaverse.
  • In October 2022, Fumio Kashia, the Japanese Prime Minister announced that the national government will promote efforts to expand the use of Web3 services, including NFTs and metaverse. In addition to investment in the sector, the government is also planning to support companies that embrace the digital future through tax incentives.
These initiatives from the national government are expected to drive more innovation in the space, thereby supporting the growth of the sector from the short to medium-term perspective.

Japanese city implements a metaverse-schooling service to combat growing absenteeism

With the education sector facing a growing problem of absenteeism, a city in Japan has turned to the metaverse to boost student attendance, especially among those who live far away from the school. For instance,
  • In October 2022, a Japanese city Toda announced a metaverse schooling service, thereby allowing kids to study in a virtual classroom environment. This launch is to motivate pupils, especially those living far away from the school, to make their children attend the school. However, before letting the child attend a virtual classroom, pupils are required to get permission from the respective school principals.
As the country continues to invest and innovate in the space, the publisher expects more such innovative use cases to emerge in the Japanese metaverse ecosystem from the short to medium-term perspective.

Banking institutions are planning to offer financial services to their customers in the metaverse

Consumers are seeking access to financial services from their providers through metaverse. With the growing demand for immersive experiences, traditional banking institutions are innovating with their service offerings in Japan. For instance,
  • In November 2022, MUFG, the largest banking institution, announced a strategic collaboration with ANA Holdings, a group of companies that are dedicated to air travel and transportation services. ANA Holdings has developed the Granwhale metaverse. Under the partnership with ANA Holdings, MUFG plans to offer Japanese consumers a bunch of financial services in the metaverse.
  • The metaverse banking services are expected to be launched in 2023 by the firm. The services will be offered to over 38 million customers, corresponding to the mileage members of ANA Holdings. Furthermore, SOMPO Japan Insurance, an insurance firm, is also expected to sell insurance policies to the bank’s customers. The insurance policies offered by SOMPO Japan will cover losses related to the transactions made in the metaverse.
The launch of the metaverse banking services is to entice a new generation of consumers, which would be otherwise difficult to reach through traditional channels. From the short to medium-term perspective, the publisher expects more players in the financial services sector to foray into the metaverse ecosystem in Japan.

This report provides a comprehensive view of the size, and dynamics of the metaverse industry in Japan along with market trends covering over 100 KPIs. It details market opportunities across key sectors - retail industry, technology & telecommunications, financial services, manufacturing, travel and hospitality, media & entertainment, training & education, real estate, and health & wellness. It provides analysis in terms of business spend as well as consumer spend.
  • Business spend: Market estimates and forecasts to assess opportunities by business spend on metaverse by sector, application/use cases, technology, and platform.
  • Consumer spend: Breaks down consumer spend on metaverse by key component segments such as append on e-commerce, NFT purchase, by devices, and hardware devices to provide detailed assessment across the metaverse industry.
  • NFT industry segments: Provides value, volume, and average value per transaction across 7 key assets in the NFT market. This includes collectibles and art, real estate, sports, utility, gaming, fashion and luxury, and others.

Scope

This report provides a detailed data-driven analysis of metaverse industry, covering a range of segments and highlighting growth areas across verticals. With over 100 KPIs at the country level, this report provides a comprehensive understanding of metaverse market dynamics. In addition, it provides a comprehensive understanding of NFT market dynamics and future forecasts.

Japan Metaverse Market Size and Future Growth Dynamics by Key Performance Indicators

  • Total Spend Value Trend Analysis
  • Business Spend Value Trend Analysis
  • Consumer Spend Value Trend Analysis

Japan Metaverse - Business Spend by Sector Value Trend Analysis, 2021-2030

  • Retail Industry
  • Technology & Telecommunications Industry
  • Financial Services Industry
  • Manufacturing Industry
  • Travel and Hospitality Industry
  • Media & Entertainment Industry
  • Training & Education Industry
  • Real Estate Industry
  • Health & Wellness Industry
  • Other

Japan Business Spend on Metaverse by Use Case/Application, 2021-2030

  • Retail (Marketing & Advertising, Commerce, Operations & Training)
  • Technology & Telecommunications (Marketing & Advertising, Commerce, Operations & Training)
  • Financial Services (Marketing & Advertising, Commerce, Operations & Training)
  • Manufacturing (Marketing & Advertising, Commerce, Operations & Training]
  • Travel and Hospitality (Marketing & Advertising, Commerce, Operations & Training)
  • Media & Entertainment (Marketing & Advertising, Commerce, Operations & Training)
  • Training & Education (Marketing & Advertising, Commerce, Operations & Training)
  • Real Estate (Marketing & Advertising, Commerce, Operations & Training)
  • Health & Wellness (Marketing & Advertising, Commerce, Operations & Training)
  • Other (Marketing & Advertising, Commerce, Operations & Training)

Japan NFT Spend by Sector Value Trend Analysis, 2021-2030

  • Retail Industry
  • Technology & Telecommunications Industry
  • Financial Services Industry
  • Manufacturing Industry
  • Travel and Hospitality Industry
  • Media & Entertainment Industry
  • Training & Education Industry
  • Real Estate Industry
  • Health & Wellness Industry
  • Other Industry

Japan Business Spend on Metaverse by Technology

  • By Technology
  • Retail Industry
  • Technology & Telecommunications
  • Financial Services
  • Manufacturing Industry
  • Travel and Hospitality
  • Media & Entertainment
  • Training & Education
  • Real Estate
  • Health & Wellness
  • Other

Japan Spend on Metaverse by Platform

  • Desktop
  • Mobile
  • Headset

Japan Ecommerce Spend on Metaverse by Sector (Gross Merchandise Value), 2021-2030

  • Retail Shopping
  • Travel and Hospitality
  • Online Food Service
  • Media & Entertainment
  • Health & Wellness
  • Technology Products & Services
  • Other Industries

Japan NFT Market Size and Future Growth Dynamics by Key Performance Indicators

NFT -Total Sales Spend Value Trend Analysis, 2021-2030

NFT - Total Sales Spend Volume Trend Analysis, 2021-2030

NFT - Average Value Per Transaction Trend Analysis, 2021-2030

Japan NFT Market Size and Forecast by Key Assets, 2021-2030

NFT Collectibles and Art Trend Analysis, 2021-2030

  • Spend Value
  • Spend Volume
  • Average Value Per Transaction

NFT Real Estate Trend Analysis, 2021-2030

  • Spend Value
  • Spend Volume
  • Average Value Per Transaction

NFT Sports Trend Analysis, 2021-2030

  • Spend Value
  • Spend Volume
  • Average Value Per Transaction

NFT Gaming Trend Analysis, 2021-2030

  • Spend Value
  • Spend Volume
  • Average Value Per Transaction

NFT Utility Trend Analysis, 2021-2030

  • Spend Value
  • Spend Volume
  • Average Value Per Transaction

NFT Fashion and Luxury Trend Analysis, 2021-2030

  • Spend Value Trend Analysis
  • Spend Volume Trend Analysis
  • Average Value Per Transaction

Other Assets Trend Analysis, 2021-2030

  • Spend Value Trend Analysis
  • Spend Volume Trend Analysis
  • Average Value Per Transaction

Japan Consumer Spend on Metaverse by Device, 2021-2030

  • Desktop
  • Mobile
  • Digital Gadgets

Japan Consumer Spend on Metaverse by Hardware Devices, 2021-2030

  • AR (Augmented Reality)
  • VR (Virtual Reality)
  • MR (Mixed Reality)

Reasons to buy

  • In-depth Understanding of Metaverse Market Dynamics: Understand market opportunities and key trends along with forecast (2021-2030). Understand market dynamics through essential KPIs such as business and consumer spend.
  • Vertical Insights and Use Cases: Get market dynamics through business spend by sector across the retail industry, technology & telecommunications, financial services, manufacturing, travel and hospitality, media & entertainment, training & education, real estate, and health & wellness.
  • Develop Market-Specific Strategies: Identify growth segments and target specific opportunities to formulate a strategy; assess market-specific key trends, drivers, and risks in the metaverse and NFT market to help stakeholders build profitable strategies.
  • Get Insights into NFT Market Size and Forecast by Key Assets: Collectibles and art, real estate, gaming, sports, utility, fashion & others.
  • Consumer Spend on Metaverse: Get a market evaluation based on in-depth information obtained from metaverse spend on e-commerce, NFT purchase, and device & hardware devices.

Table of Contents

1. About this Report
1.1. Summary
1.2. Methodology
1.3. Metaverse Definitions
1.4. Disclaimer
2. Japan Metaverse Market Size and Future Growth Dynamics by Key Performance Indicators
2.1. Japan Metaverse - Total Spend Value Trend Analysis, 2021 - 2030
2.2. Japan Metaverse - Business Spend Value Trend Analysis, 2021 - 2030
2.3. Japan Metaverse - Consumer Spend Value Trend Analysis, 2021 - 2030
3. Japan Metaverse - Business Spend by Sector Value Trend Analysis, 2021 - 2030
3.1. Business Spend Snapshot by Sector - Market Share Analysis
3.2. Japan Retail Industry Spend on Metaverse - Value Trend Analysis, 2021 - 2030
3.3. Japan Technology & Telecommunications Industry Spend on Metaverse - Value Trend Analysis, 2021 - 2030
3.4. Japan Financial Services Industry Spend on Metaverse - Value Trend Analysis, 2021 - 2030
3.5. Japan Manufacturing Industry Spend on Metaverse - Value Trend Analysis, 2021 - 2030
3.6. Japan Travel and Hospitality Industry Spend on Metaverse - Value Trend Analysis, 2021 - 2030
3.7. Japan Media & Entertainment Industry Spend on Metaverse - Value Trend Analysis, 2021 - 2030
3.8. Japan Training & Education Industry Spend on Metaverse - Value Trend Analysis, 2021 - 2030
3.9. Japan Real Estate Industry Spend on Metaverse - Value Trend Analysis, 2021 - 2030
3.10. Japan Health & Wellness Industry Spend on Metaverse - Value Trend Analysis, 2021 - 2030
3.11. Japan Other Industry Spend on Metaverse - Value Trend Analysis, 2021 - 2030
4. Japan Total Business Spend on Metaverse by Use Case / Application, 2021 - 2030
4.1. Business Spend Snapshot by Use Case / Application Area - Market Share Analysis
4.1.1. Marketing & Advertising Metaverse Spend Analysis, 2021 - 2030
4.1.2. Commerce Metaverse Spend Analysis, 2021 - 2030
4.1.3. Operations & Training Metaverse Spend Analysis, 2021 - 2030
4.2. Japan Retail Sector Metaverse Spend (Business) by Use Case / Application - Value Trend Analysis, 2021 - 2030
4.2.1. Retail Sector Spend Snapshot by Use Case / Application Area - Market Share Analysis, 2021 - 2030
4.2.2. Retail Sector Marketing & Advertising Metaverse Spend Analysis, 2021 - 2030
4.2.3. Retail Sector Commerce Metaverse Spend Analysis, 2021 - 2030
4.2.4. Retail Sector Operations & Training Metaverse Spend Analysis, 2021 - 2030
4.3. Japan Technology & Telecommunications Sector Metaverse Spend (Business) by Use Case / Application - Value Trend Analysis, 2021 - 2030
4.3.1. Technology & Telecommunications Sector Spend Snapshot by Use Case / Application Area - Market Share Analysis
4.3.2. Technology & Telecommunications Sector Marketing & Advertising Metaverse Spend Analysis, 2021 - 2030
4.3.3. Technology & Telecommunications Sector Commerce Metaverse Spend Analysis, 2021 - 2030
4.3.4. Technology & Telecommunications Sector Operations & Training Metaverse Spend Analysis, 2021 - 2030
4.4. Japan Financial Services Sector Metaverse Spend (Business) by Use Case / Application - Value Trend Analysis, 2021 - 2030
4.4.1. Financial Services Sector Spend Snapshot by Use Case / Application Area - Market Share Analysis
4.4.2. Financial Services Sector Marketing & Advertising Metaverse Spend Analysis, 2021 - 2030
4.4.3. Financial Services Sector Commerce Metaverse Spend Analysis, 2021 - 2030
4.4.4. Financial Services Sector Operations & Training Metaverse Spend Analysis, 2021 - 2030
4.5. Japan Manufacturing Sector Metaverse Spend (Business) by Use Case / Application - Value Trend Analysis, 2021 - 2030
4.5.1. Manufacturing Sector Spend Snapshot by Use Case / Application Area - Market Share Analysis
4.5.2. Manufacturing Sector Marketing & Advertising Metaverse Spend Analysis, 2021 - 2030
4.5.3. Manufacturing Sector Commerce Metaverse Spend Analysis, 2021 - 2030
4.5.4. Manufacturing Sector Operations & Training Metaverse Spend Analysis, 2021 - 2030
4.6. Japan Travel and Hospitality Sector Metaverse Spend (Business) by Use Case / Application - Value Trend Analysis, 2021 - 2030
4.6.1. Travel and Hospitality Sector Spend Snapshot by Use Case / Application Area - Market Share Analysis
4.6.2. Travel and Hospitality Sector Marketing & Advertising Metaverse Spend Analysis, 2021 - 2030
4.6.3. Travel and Hospitality Sector Commerce Metaverse Spend Analysis, 2021 - 2030
4.6.4. Travel and Hospitality Sector Operations & Training Metaverse Spend Analysis, 2021 - 2030
4.7. Japan Media & Entertainment Sector Metaverse Spend (Business) by Use Case / Application - Value Trend Analysis, 2021 - 2030
4.7.1. Media & Entertainment Sector Spend Snapshot by Use Case / Application Area - Market Share Analysis
4.7.2. Media & Entertainment Sector Marketing & Advertising Metaverse Spend Analysis, 2021 - 2030
4.7.3. Media & Entertainment Sector Commerce Metaverse Spend Analysis, 2021 - 2030
4.7.4. Media & Entertainment Sector Operations & Training Metaverse Spend Analysis, 2021 - 2030
4.8. Japan Training & Education Sector Metaverse Spend (Business) by Use Case / Application - Value Trend Analysis, 2021 - 2030
4.8.1. Training & Education Sector Spend Snapshot by Use Case / Application Area - Market Share Analysis
4.8.2. Training & Education Sector Marketing & Advertising Metaverse Spend Analysis, 2021 - 2030
4.8.3. Training & Education Sector Commerce Metaverse Spend Analysis, 2021 - 2030
4.8.4. Training & Education Sector Operations & Training Metaverse Spend Analysis, 2021 - 2030
4.9. Japan Real Estate Sector Metaverse Spend (Business) by Use Case / Application - Value Trend Analysis, 2021 - 2030
4.9.1. Real Estate Sector Spend Snapshot by Use Case / Application Area - Market Share Analysis
4.9.2. Real Estate Sector Marketing & Advertising Metaverse Spend Analysis, 2021 - 2030
4.9.3. Real Estate Sector Commerce Metaverse Spend Analysis, 2021 - 2030
4.9.4. Real Estate Sector Operations & Training Metaverse Spend Analysis, 2021 - 2030
4.10. Japan Health & Wellness Sector Metaverse Spend (Business) by Use Case / Application - Value Trend Analysis, 2021 - 2030
4.10.1. Health & Wellness Sector Spend Snapshot by Use Case / Application Area - Market Share Analysis
4.10.2. Health & Wellness Sector Marketing & Advertising Metaverse Spend Analysis, 2021 - 2030
4.10.3. Health & Wellness Sector Commerce Metaverse Spend Analysis, 2021 - 2030
4.10.4. Health & Wellness Sector Operations & Training Metaverse Spend Analysis, 2021 - 2030
4.11. Japan Other Sector Metaverse Spend (Business) by Use Case / Application - Value Trend Analysis, 2021 - 2030
4.11.1. Other Sector Spend Snapshot by Use Case / Application Area - Market Share Analysis
4.11.2. Other Sector Marketing & Advertising Metaverse Spend Analysis, 2021 - 2030
4.11.3. Other Sector Commerce Metaverse Spend Analysis, 2021 - 2030
4.11.4. Other Sector Operations & Training Metaverse Spend Analysis, 2021 - 2030
5. Japan Business NFT Spend by Sector Trend Analysis, 2021 - 2030
5.1. NFT Business Spend Snapshot by Sector - Market Share Analysis
5.2. Japan Retail Industry NFT Spend - Value Trend Analysis, 2021 - 2030
5.3. Japan Technology & Telecommunications Industry NFT Spend - Value Trend Analysis, 2021 - 2030
5.4. Japan Financial Services Industry NFT Spend - Value Trend Analysis, 2021 - 2030
5.5. Japan Manufacturing Industry NFT Spend - Value Trend Analysis, 2021 - 2030
5.6. Japan Travel and Hospitality Industry NFT Spend - Value Trend Analysis, 2021 - 2030
5.7. Japan Media & Entertainment Industry NFT Spend - Value Trend Analysis, 2021 - 2030
5.8. Japan Training & Education Industry NFT Spend - Value Trend Analysis, 2021 - 2030
5.9. Japan Real Estate Industry NFT Spend - Value Trend Analysis, 2021 - 2030
5.10. Japan Health & Wellness Industry NFT Spend - Value Trend Analysis, 2021 - 2030
5.11. Japan Other Industry NFT Spend - Value Trend Analysis, 2021 - 2030
6. Japan Total Business Spend on Metaverse by Technology, 2021 - 2030
6.1. Business Spend Snapshot by Technology - Market Share Analysis
6.1.1. Metaverse Spend Analysis by Devices & Displays, 2021 - 2030
6.1.2. Metaverse Spend Analysis by Application Development & Integration, 2021 - 2030
6.1.3. Metaverse Spend Analysis by Technology & Strategy Consulting, 2021 - 2030
6.2. Japan Retail Sector Metaverse Spend (Business) by Technology - Value Trend Analysis, 2021 - 2030
6.2.1. Retail Sector Spend Snapshot by Technology - Market Share Analysis
6.2.2. Metaverse Spend Analysis by Devices & Displays in Retail Sector, 2021 - 2030
6.2.3. Metaverse Spend Analysis by Application Development & Integration in Retail Sector, 2021 - 2030
6.2.4. Metaverse Spend Analysis by Technology & Strategy Consulting in Retail Sector, 2021 - 2030
6.3. Japan Technology & Telecommunications Sector Metaverse Spend (Business) by Technology - Value Trend Analysis, 2021 - 2030
6.3.1. Technology & Telecommunications Sector Spend Snapshot by Technology - Market Share Analysis
6.3.2. Metaverse Spend Analysis by Devices & Displays in Technology & Telecommunications Sector, 2021 - 2030
6.3.3. Metaverse Spend Analysis by Application Development & Integration in Technology & Telecommunications Sector, 2021 - 2030
6.3.4. Metaverse Spend Analysis by Technology & Strategy Consulting in Technology & Telecommunications Sector, 2021 - 2030
6.4. Japan Financial Services Sector Metaverse Spend (Business) by Technology - Value Trend Analysis, 2021 - 2030
6.4.1. Financial Services Sector Spend Snapshot by Technology - Market Share Analysis
6.4.2. Metaverse Spend Analysis by Devices & Displays in Financial Services Sector, 2021 - 2030
6.4.3. Metaverse Spend Analysis by Application Development & Integration in Financial Services Sector, 2021 - 2030
6.4.4. Metaverse Spend Analysis by Technology & Strategy Consulting in Financial Services Sector, 2021 - 2030
6.5. Japan Manufacturing Sector Metaverse Spend (Business) by Technology - Value Trend Analysis, 2021 - 2030
6.5.1. Manufacturing Sector Spend Snapshot by Technology - Market Share Analysis
6.5.2. Metaverse Spend Analysis by Devices & Displays in Manufacturing Sector, 2021 - 2030
6.5.3. Metaverse Spend Analysis by Application Development & Integration in Manufacturing Sector, 2021 - 2030
6.5.4. Metaverse Spend Analysis by Technology & Strategy Consulting in Manufacturing Sector, 2021 - 2030
6.6. Japan Travel and Hospitality Sector Metaverse Spend (Business) by Technology - Value Trend Analysis, 2021 - 2030
6.6.1. Travel and Hospitality Sector Spend Snapshot by Technology - Market Share Analysis
6.6.2. Metaverse Spend Analysis by Devices & Displays in Travel and Hospitality Sector, 2021 - 2030
6.6.3. Metaverse Spend Analysis by Application Development & Integration in Travel and Hospitality Sector, 2021 - 2030
6.6.4. Metaverse Spend Analysis by Technology & Strategy Consulting in Travel and Hospitality Sector, 2021 - 2030
6.7. Japan Media & Entertainment Sector Metaverse Spend (Business) by Technology - Value Trend Analysis, 2021 - 2030
6.7.1. Media & Entertainment Sector Spend Snapshot by Technology - Market Share Analysis
6.7.2. Metaverse Spend Analysis by Devices & Displays in Media & Entertainment Sector, 2021 - 2030
6.7.3. Metaverse Spend Analysis by Application Development & Integration in Media & Entertainment Sector, 2021 - 2030
6.7.4. Metaverse Spend Analysis by Technology & Strategy Consulting in Media & Entertainment Sector, 2021 - 2030
6.8. Japan Training & Education Sector Metaverse Spend (Business) by Technology - Value Trend Analysis, 2021 - 2030
6.8.1. Training & Education Sector Spend Snapshot by Technology - Market Share Analysis
6.8.2. Metaverse Spend Analysis by Devices & Displays in Training & Education Sector, 2021 - 2030
6.8.3. Metaverse Spend Analysis by Application Development & Integration in Training & Education Sector, 2021 - 2030
6.8.4. Metaverse Spend Analysis by Technology & Strategy Consulting in Training & Education Sector, 2021 - 2030
6.9. Japan Real Estate Sector Metaverse Spend (Business) by Technology - Value Trend Analysis, 2021 - 2030
6.9.1. Real Estate Sector Spend Snapshot by Technology - Market Share Analysis
6.9.2. Metaverse Spend Analysis by Devices & Displays in Real Estate Sector, 2021 - 2030
6.9.3. Metaverse Spend Analysis by Application Development & Integration in Real Estate Sector, 2021 - 2030
6.9.4. Metaverse Spend Analysis by Technology & Strategy Consulting in Real Estate Sector, 2021 - 2030
6.10. Japan Health & Wellness Sector Metaverse Spend (Business) by Technology - Value Trend Analysis, 2021 - 2030
6.10.1. Health & Wellness Sector Spend Snapshot by Technology - Market Share Analysis
6.10.2. Metaverse Spend Analysis by Devices & Displays in Health & Wellness Sector, 2021 - 2030
6.10.3. Metaverse Spend Analysis by Application Development & Integration in Health & Wellness Sector, 2021 - 2030
6.10.4. Metaverse Spend Analysis by Technology & Strategy Consulting in Health & Wellness Sector, 2021 - 2030
6.11. Japan Other Sector Metaverse Spend (Business) by Technology - Value Trend Analysis, 2021 - 2030
6.11.1. Other Sector Spend Snapshot by Technology - Market Share Analysis
6.11.2. Metaverse Spend Analysis by Devices & Displays in Other Sector, 2021 - 2030
6.11.3. Metaverse Spend Analysis by Application Development & Integration in Other Sector, 2021 - 2030
6.11.4. Metaverse Spend Analysis by Technology & Strategy Consulting in Other Sector, 2021 - 2030
7. Japan Business Spend on Metaverse by Platforms, 2021 - 2030
7.1. Business Spend Snapshot by Platforms - Market Share Analysis
7.2. Metaverse Spend Analysis by Desktop, 2021 - 2030
7.3. Metaverse Spend Analysis by Mobile, 2021 - 2030
7.4. Metaverse Spend Analysis by Headsets/Gadgets, 2021 - 2030
8. Japan Ecommerce Spend on Metaverse by Sector, 2021 - 2030
8.1. Ecommerce Spend on Metaverse Snapshot by Sector - Market Share Analysis
8.2. Japan Metaverse Retail Shopping - Gross Merchandise Value Trend Analysis, 2021 - 2030
8.3. Japan Metaverse Travel and Hospitality - Gross Merchandise Value Trend Analysis, 2021 - 2030
8.4. Japan Metaverse Online Food Service - Gross Merchandise Value Trend Analysis, 2021 - 2030
8.5. Japan Metaverse Media & Entertainment - Gross Merchandise Value Trend Analysis, 2021 - 2030
8.6. Japan Metaverse Health & Wellness - Gross Merchandise Value Trend Analysis, 2021 - 2030
8.7. Japan Metaverse Technology Products & Services - Gross Merchandise Value Trend Analysis, 2021 - 2030
8.8. Japan Metaverse Other Industries - Gross Merchandise Value Trend Analysis, 2021 - 2030
9. Japan NFT Market Size and Future Growth Dynamics by Key Performance Indicators
9.1. Japan NFT - Spend Value Trend Analysis, 2021 - 2030
9.2. Japan NFT - Spend Volume Trend Analysis, 2021 - 2030
9.3. Japan NFT - Average Value Per Transaction Trend Analysis, 2021 - 2030
10. Japan NFT Market Size and Forecast by Key Assets
10.1. Japan NFT Market Share by Key Assets (%), 2022
10.2. Japan NFT Collectibles and Art Trend Analysis, 2021 - 2030
10.2.1. Japan NFT Collectibles and Art - Spend Value Trend Analysis, 2021 - 2030
10.2.2. Japan NFT Collectibles and Art - Spend Volume Trend Analysis, 2021 - 2030
10.2.3. Japan NFT Collectibles and Art - Average Value Per Transaction Trend Analysis, 2021 - 2030
10.3. Japan NFT Real Estate Trend Analysis, 2021 - 2030
10.3.1. Japan NFT Real Estate - Spend Value Trend Analysis, 2021 - 2030
10.3.2. Japan NFT Real Estate - Spend Volume Trend Analysis, 2021 - 2030
10.3.3. Japan NFT Real Estate - Average Value Per Transaction Trend Analysis, 2021 - 2030
10.4. Japan NFT Sports Trend Analysis, 2021 - 2030
10.4.1. Japan NFT Sports - Spend Value Trend Analysis, 2021 - 2030
10.4.2. Japan NFT Sports - Spend Volume Trend Analysis, 2021 - 2030
10.4.3. Japan NFT Sports - Average Value Per Transaction Trend Analysis, 2021 - 2030
10.5. Japan NFT Gaming Trend Analysis, 2021 - 2030
10.5.1. Japan NFT Gaming - Spend Value Trend Analysis, 2021 - 2030
10.5.2. Japan NFT Gaming - Spend Volume Trend Analysis, 2021 - 2030
10.5.3. Japan NFT Gaming - Average Value Per Transaction Trend Analysis, 2021 - 2030
10.6. Japan NFT Utility Trend Analysis, 2021 - 2030
10.6.1. Japan NFT Utility - Spend Value Trend Analysis, 2021 - 2030
10.6.2. Japan NFT Utility - Spend Volume Trend Analysis, 2021 - 2030
10.6.3. Japan NFT Utility - Average Value Per Transaction Trend Analysis, 2021 - 2030
10.7. Japan NFT Fashion and Luxury Trend Analysis, 2021 - 2030
10.7.1. Japan NFT Fashion and Luxury - Spend Value Trend Analysis, 2021 - 2030
10.7.2. Japan NFT Fashion and Luxury - Spend Volume Trend Analysis, 2021 - 2030
10.7.3. Japan NFT Fashion and Luxury - Average Value Per Transaction Trend Analysis, 2021 - 2030
10.8. Japan NFT Other Assets Trend Analysis, 2021 - 2030
10.8.1. Japan NFT Other Assets - Spend Value Trend Analysis, 2021 - 2030
10.8.2. Japan NFT Other Assets - Spend Volume Trend Analysis, 2021 - 2030
10.8.3. Japan NFT Other Assets - Average Value Per Transaction Trend Analysis, 2021 - 2030
11. Japan Consumer Spend on Metaverse by Device Trend Analysis, 2021-2030
11.1. Consumer Spend Snapshot by Devices - Market Share Analysis
11.2. Japan Consumer Spend by Desktop Trend Value Analysis, 2021 - 2030
11.3. Japan Consumer Spend by Mobile Trend Value Analysis, 2021 - 2030
11.4. Japan Consumer Spend by Digital Gadgets Trend Value Analysis, 2021 - 2030
12. Japan Consumer Spend on Metaverse by Hardware Devices
12.1. Consumer Spend Snapshot by Hardware Devices - Market Share Analysis
12.2. Japan Metaverse - Consumer Spend Value by Augmented Reality Devices, 2021 - 2030
12.3. Japan Metaverse - Consumer Spend Value by Virtual Reality Devices, 2021 - 2030
12.4. Japan Metaverse - Consumer Spend Value by Mixed Reality Devices, 2021 - 2030
13. Further Reading
13.1. About the Publisher

Table Information