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Japan Metaverse Market Size, Share & Trends Analysis Report by Product, Platform, Technology (Blockchain, Virtual Reality & Augmented Reality, Mixed Reality), Application, End-user, and Segment Forecasts, 2024-2030

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    Report

  • 80 Pages
  • March 2024
  • Region: Japan
  • Grand View Research
  • ID: 5950096
The Japan metaverse market size is anticipated to reach USD 56.73 billion by 2030. The market is expected to grow at a CAGR of 48.2% from 2024 to 2030. Emerging innovations in gaming technology worldwide are expected to drive this growth. Some other factors that propel the growth of the Japan metaverse industry include the rise in virtual events and conferences, online shopping, and the need to test and inspect machinery using augmented reality (AR) and virtual reality (VR).

The COVID-19 pandemic had a positive impact on the metaverse market in Japan. The increase in virtual social platforms, such as cluster.mu and VRChat, boosted the user base of VR devices. The metaverse is finding numerous applications apart from socialization; for instance, in June 2020, during COVID-19, a hospital in Tokyo incorporated a surgery over VR live-streamed for research and educational purposes.

Numerous companies are collaborating to make Japan metaverse-ready in line with the Society 5.0 initiative. In February 2023, Fujitsu Ltd.; TBT Lab Inc.; Toppan Inc.; Sompo Japan Insurance, Inc.; esona Holdings, Inc.; Mitsubishi UFJ Financial Group, Inc.; Sumitomo Mitsui Financial Group, Inc.; Mizuho Financial Group, Inc.; and JCB Co., Ltd. signed an agreement to create an Open Metaverse Infrastructure named RYUGUKOKU through the metaverse creation framework PEGASUS WORLD KIT developed by JP GAMES Inc. This agreement is based on the concept of updating Japan through the power of games, developed by Hajime Tabata, a renowned game creator, and Web 3.0 advisor for the Japanese Government's Digital Agency. The Japan Metaverse Economic Zone is also being created through the endorsement of each company.

Virtual live events are being widely accepted in Japan. For instance, in September 2023, Dentsu Group Inc. enhanced xambr, a metaverse system to promote it at large-scale events. The system was used at TOKYO GAME SHOW VR 2023 at virtual venue. The virtual venue at TOKYO GAME SHOW VR 2022 attracted around 0.4 million visitors, with 98.5% of participants intending to revisit.

Japan Metaverse Market Report Highlights

  • Based on product, the software segment accounted for the largest revenue share of 42.7% in 2023 and is expected to retain its position over the forecast period. This can be attributed to the advent of artificial intelligence and the improvements in hardware architecture.
  • Based on platform, the desktop segment held the dominant revenue share of 41.4% in 2023 and is also expected to grow at a significant CAGR over the forecast period. This can be attributed to the rising demand for a versatile device and the emergence of e-sports. The mobile segment is expected to grow at the fastest CAGR from 2024 to 2030, owing to the increasing research and development of smartphone components.
  • Based on technology, the VR & AR segment led the market with a revenue share of 34.9% owing to the increasing demand for simulation platforms for training and educational needs
  • Based on application, the digital marketing (advertising) segment is expected to witness a rapid CAGR of 51.2% over the forecast period, owing to the increasing user base in the metaverse
  • Based on end-user, the BFSI segment held the largest revenue share of 27.9% in 2023. The rise of digitization, the increase in employment, and income per capita are promoting the growth of the segment.
  • Bandai Namco has launched a USD 7.9 million fund to invest in upcoming gaming companies related to Web 3 and metaverse, focusing on blockchain companies, NFT adoption, and entertainment-related products and services such as AR and VR


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Table of Contents

Chapter 1. Methodology and Scope
1.1. Market Segmentation & Scope
1.2. Segment Definitions
1.2.1. Product
1.2.2. Platform
1.2.3. Technology
1.2.4. Application
1.2.5. End-user
1.2.6. Estimates and forecasts timeline
1.3. Research Methodology
1.4. Information Procurement
1.4.1. Information Procurement
1.4.2. Information or Data Analysis
1.4.3. Market Formulation & Data Visualization
1.4.4. Data Validation & Publishing
1.5. Research Scope and Assumptions
1.5.1. List of Data Sources
Chapter 2. Executive Summary
2.1. Market Outlook
2.2. Segment Outlook
2.2.1. Product outlook
2.2.2. Platform outlook
2.2.3. Technology outlook
2.2.4. Application outlook
2.2.5. End-user outlook
2.3. Competitive Insights
Chapter 3. Japan Metaverse Market Variables, Trends & Scope
3.1. Market Lineage Outlook
3.1.1. Parent market outlook
3.1.2. Related/ancillary market outlook
3.2. Industry Value Chain Analysis
3.3. Market Dynamics
3.3.1. Market driver analysis
3.3.1.1. Increasing investments by the government in digital technologies
3.3.1.2. Increasing integration of virtual and physical world
3.3.2. Market restraint analysis
3.3.2.1. Increasing data privacy and security concerns
3.3.3. Market opportunity analysis
3.3.3.1. Increasing research and development activities in emerging technologies
3.4. Metaverse Market Analysis Tools
3.4.1. Industry Analysis - Porter’s
3.4.1.1. Supplier power
3.4.1.2. Buyer power
3.4.1.3. Substitution threat
3.4.1.4. Threat of new entrant
3.4.1.5. Competitive rivalry
3.4.2. PESTEL Analysis
3.4.2.1. Political landscape
3.4.2.2. Economic landscape
3.4.2.3. Social landscape
3.4.2.4. Technological landscape
3.4.2.5. Environmental landscape
3.4.2.6. Legal landscape
Chapter 4. Japan Metaverse Market: Product Estimates & Trend Analysis
4.1. Product Market Share, 2023 & 2030
4.2. Segment Dashboard
4.3. Japan Metaverse Market: Product Movement Analysis, 2023 & 2030 (USD Million)
4.3.1. Infrastructure
4.3.1.1. Japan Metaverse Infrastructure Market estimates and forecasts 2018 to 2030 (USD Million)
4.3.2. Hardware
4.3.2.1. Japan Metaverse Market estimates and forecasts 2018 to 2030 (USD Million)
4.3.3. Software
4.3.3.1. Japan Metaverse Software Market estimates and forecasts 2018 to 2030 (USD Million)
4.3.4. Services
4.3.4.1. Japan Metaverse Services Market estimates and forecasts 2018 to 2030 (USD Million)
Chapter 5. Japan Metaverse Market: Platform Estimates & Trend Analysis
5.1. Platform Market Share, 2023 & 2030
5.2. Segment Dashboard
5.3. Japan Metaverse Market: Platform Movement Analysis, 2023 & 2030 (USD Million)
5.3.1. Desktop
5.3.1.1. Japan Metaverse Desktop Market estimates and forecasts 2018 to 2030 (USD Million)
5.3.2. Mobile
5.3.2.1. Japan Metaverse Mobile Market estimates and forecasts 2018 to 2030 (USD Million)
5.3.3. Headsets
5.3.3.1. Japan Metaverse Headsets Market estimates and forecasts 2018 to 2030 (USD Million)
Chapter 6. Japan Metaverse Market: Technology Estimates & Trend Analysis
6.1. Technology Market Share, 2023 & 2030
6.2. Segment Dashboard
6.3. Japan Metaverse Market: Technology Movement Analysis, 2023 & 2030 (USD Million)
6.3.1. Blockchain
6.3.1.1. Japan Metaverse Blockchain Market estimates and forecasts 2018 to 2030 (USD Million)
6.3.2. VR & AR
6.3.2.1. Japan Metaverse VR & AR Market estimates and forecasts 2018 to 2030 (USD Million)
6.3.3. Mixed Reality
6.3.3.1. Japan Metaverse Mixed Reality Market estimates and forecasts 2018 to 2030 (USD Million)
6.3.4. Others
6.3.4.1. Japan Metaverse Other Technologies Market estimates and forecasts 2018 to 2030 (USD Million)
Chapter 7. Japan Metaverse Market: Application Estimates & Trend Analysis
7.1. Application Market Share, 2023 & 2030
7.2. Segment Dashboard
7.3. Japan Metaverse Market: Application Movement Analysis, 2023 & 2030 (USD Million)
7.3.1. Gaming
7.3.1.1. Japan Metaverse Gaming Market estimates and forecasts 2018 to 2030 (USD Million)
7.3.2. Online shopping
7.3.2.1. Japan Metaverse Online Shopping Market estimates and forecasts 2018 to 2030 (USD Million)
7.3.3. Content creation & social media
7.3.3.1. Japan Metaverse Content Creation & Social Media Market estimates and forecasts 2018 to 2030 (USD Million)
7.3.4. Events & conference
7.3.4.1. Japan Metaverse Events & Conference Market estimates and forecasts 2018 to 2030 (USD Million)
7.3.5. Digital marketing (advertising)
7.3.5.1. Japan Metaverse Digital Marketing (Advertising) Market estimates and forecasts 2018 to 2030 (USD Million)
7.3.6. Testing & inspection
7.3.6.1. Japan Metaverse Testing & Inspection Market estimates and forecasts 2018 to 2030 (USD Million)
7.3.7. Others
7.3.7.1. Japan Metaverse Other Applications Market estimates and forecasts 2018 to 2030 (USD Million)
Chapter 8. Japan Metaverse Market: End-user Estimates & Trend Analysis
8.1. End-user Market Share, 2023 & 2030
8.2. Segment Dashboard
8.3. Japan Metaverse Market: End-user Movement Analysis, 2023 & 2030 (USD Million)
8.3.1. Aerospace & defense
8.3.1.1. Japan Metaverse Aerospace & Defense Market estimates and forecasts 2018 to 2030 (USD Million)
8.3.2. Education
8.3.2.1. Japan Metaverse Education Market estimates and forecasts 2018 to 2030 (USD Million)
8.3.3. Healthcare
8.3.3.1. Japan Metaverse Healthcare Market estimates and forecasts 2018 to 2030 (USD Million)
8.3.4. Tourism & hospitality
8.3.4.1. Japan Metaverse Tourism and Hospitality Market estimates and forecasts 2018 to 2030 (USD Million)
8.3.5. BFSI
8.3.5.1. Japan Metaverse BFSI Market estimates and forecasts 2018 to 2030 (USD Million)
8.3.6. Retail
8.3.6.1. Japan Metaverse Retail Market estimates and forecasts 2018 to 2030 (USD Million)
8.3.7. Media & entertainment
8.3.7.1. Japan Metaverse Media & Entertainment Market estimates and forecasts 2018 to 2030 (USD Million)
8.3.8. Automotive
8.3.8.1. Japan Metaverse Automotive Market estimates and forecasts 2018 to 2030 (USD Million)
8.3.9. Others (manufacturing)
8.3.9.1. Japan Metaverse Other End-users Market estimates and forecasts 2018 to 2030 (USD Million)
Chapter 9. Competitive Landscape
9.1. Recent Developments & Impact Analysis, By Key Market Participants
9.2. Company Categorization
9.3. Company Market Positioning
9.4. Company Heat Map Analysis
9.5. Strategy Mapping
9.5.1. Expansion
9.5.2. Mergers & Acquisition
9.5.3. Partnerships & Collaborations
9.5.4. New Product Launches
9.5.5. Research And Development
9.6. Company Profiles
9.6.1. Sony Group Corporation
9.6.1.1. Company overview
9.6.1.2. Financial performance
9.6.1.3. Product benchmarking
9.6.1.4. Strategic initiatives
9.6.2. NTT DOCOMO
9.6.2.1. Company overview
9.6.2.2. Financial performance
9.6.2.3. Product benchmarking
9.6.2.4. Strategic initiatives
9.6.3. Bandai Namco Entertainment Inc.
9.6.3.1. Company overview
9.6.3.2. Financial performance
9.6.3.3. Product benchmarking
9.6.3.4. Strategic initiatives
9.6.4. Toyota Motor Corporation
9.6.4.1. Company overview
9.6.4.2. Financial performance
9.6.4.3. Product benchmarking
9.6.4.4. Strategic initiatives
9.6.5. SoftBank Corp.
9.6.5.1. Company overview
9.6.5.2. Financial performance
9.6.5.3. Product benchmarking
9.6.5.4. Strategic initiatives
9.6.6. Cluster, Inc.
9.6.6.1. Company overview
9.6.6.2. Financial performance
9.6.6.3. Product benchmarking
9.6.6.4. Strategic initiatives
9.6.7. HIKKY Co., Ltd.
9.6.7.1. Company overview
9.6.7.2. Financial performance
9.6.7.3. Product benchmarking
9.6.7.4. Strategic initiatives
9.6.8. Styly, Inc.
9.6.8.1. Company overview
9.6.8.2. Financial performance
9.6.8.3. Product benchmarking
9.6.8.4. Strategic initiatives
9.6.9. Metaps Inc
9.6.9.1. Company overview
9.6.9.2. Financial performance
9.6.9.3. Product benchmarking
9.6.9.4. Strategic initiatives
9.6.10. Synamon Inc.
9.6.10.1. Company overview
9.6.10.2. Financial performance
9.6.10.3. Product benchmarking
9.6.10.4. Strategic initiatives
List of Tables
Table 1 List of abbreviations
Table 2 Japan metaverse market, by product, 2018 - 2030 (USD Million)
Table 3 Japan metaverse market, by platform, 2018 - 2030 (USD Million)
Table 4 Japan metaverse market, by technology, 2018 - 2030 (USD Million)
Table 5 Japan metaverse market, by application, 2018 - 2030 (USD Million)
Table 6 Japan metaverse market, by end-user, 2018 - 2030 (USD Million)
List of Figures
Fig. 1 Market research process
Fig. 2 Japan metaverse market segmentation
Fig. 3 Japan metaverse technology landscape
Fig. 4 Information procurement
Fig. 5 Data analysis models
Fig. 6 Market formulation and validation
Fig. 7 Data validating & publishing
Fig. 8 Market snapshot
Fig. 9 Segment snapshot (1/2)
Fig. 10 Segment snapshot (2/2)
Fig. 11 Competitive landscape snapshot
Fig. 12 Japan metaverse market: Industry value chain analysis
Fig. 13 Japan metaverse market: Market dynamics
Fig. 14 Japan metaverse market: PORTER's analysis
Fig. 15 Japan metaverse market: PESTEL analysis
Fig. 16 Japan metaverse market: Product movement analysis
Fig. 17 Japan metaverse market: product outlook and key takeaways
Fig. 18 Infrastructure market estimates and forecast, 2018 - 2030
Fig. 19 Hardware market estimates and forecast, 2018 - 2030
Fig. 20 Software market estimates and forecast, 2018 - 2030
Fig. 21 Services market estimates and forecast, 2018 - 2030
Fig. 22 Japan Metaverse market: Platform movement analysis
Fig. 23 Japan Metaverse market: Platform outlook and key takeaways
Fig. 24 Desktop market estimates and forecasts, 2018 - 2030
Fig. 25 Mobile market estimates and forecasts, 2018 - 2030
Fig. 26 Headsets auto-encoders market estimates and forecasts, 2018 - 2030
Fig. 27 Japan metaverse market: Technology movement analysis
Fig. 28 Japan metaverse market: Technology outlook and key takeaways
Fig. 29 Blockchain market estimates and forecasts, 2018 - 2030
Fig. 30 VR and AR market estimates and forecasts, 2018 - 2030
Fig. 31 Mixed reality market estimates and forecasts, 2018 - 2030
Fig. 32 Others market estimates and forecasts, 2018 - 2030
Fig. 33 Japan metaverse market: Application movement analysis
Fig. 34 Japan metaverse market: Application outlook and key takeaways
Fig. 35 Gaming market estimates and forecasts, 2018 - 2030
Fig. 36 Online shopping market estimates and forecasts, 2018 - 2030
Fig. 37 Content creation & social media market estimates and forecasts, 2018 - 2030
Fig. 38 Events & conference market estimates and forecasts, 2018 - 2030
Fig. 39 Digital marketing (advertising) market estimates and forecasts, 2018 - 2030
Fig. 40 Testing & inspection market estimates and forecasts, 2018 - 2030
Fig. 41 Others market estimates and forecasts, 2018 - 2030
Fig. 42 Key company categorization
Fig. 43 Company market positioning
Fig. 44 Key company market share analysis, 2023
Fig. 45 Strategic framework

Companies Mentioned

  • Sony Group Corporation
  • NTT DOCOMO
  • Bandai Namco Entertainment Inc.
  • Toyota Motor Corporation
  • SoftBank Corp.
  • Cluster, Inc.
  • HIKKY Co., Ltd.
  • Styly, Inc.
  • Metaps Inc
  • Synamon Inc.

Methodology

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