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Cinema - Japan

Japan
  • In Japan, revenue in the Cinema market is projected to reach US$3.88bn in 2024.
  • This revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 3.30%, leading to a projected market volume of US$4.57bn by 2029.
  • The number of viewers in Japan's Cinema market is anticipated to reach 46.9m users by 2029.
  • User penetration in Japan will be 35.4% in 2024 and is expected to increase to 39.3% by 2029.
  • The average revenue per viewer in the Japanese Cinema market is expected to amount to US$89.47.
  • In a global context, the majority of revenue will be generated the United States, where it is projected to be US$20.98bn in 2024.
  • In Japan's cinema market, there is a notable resurgence in interest for animated films, reflecting cultural preferences and innovative storytelling techniques.

Definition:

The Cinema market encompasses the entertainment industry segment dedicated to the screening of motion pictures within dedicated venues, commonly known as cinemas or movie theaters. This market provides audiences with a communal experience of watching a wide range of films, including feature films, documentaries, and animations, on large screens, accompanied by high-quality sound systems, creating an immersive and theatrical experience.

Additional Information:

The market includes vital metrics such as revenues and average revenue per user (ARPU), users and user penetration with revenues being generated through ticket sales, concessions, cinema subscriptions, consumer spending on cinema-related products and services, and advertising spendings related to promoting films and products within cinemas. Key players in the market are companies, such as AMC Entertainment Holdings, Inc., Cineworld Group plc, and Regal Entertainment Group (now part of Cineworld).

In-Scope

  • Revenues generated from box office sales, such as tickets bought online and offline
  • Revenues generated from advertising, such as ads before and after a movie
  • Revenues generated from concessions, such as sale of snacks and drinks

Out-Of-Scope

  • Streaming of movies, such as streaming on Amazon Prime
  • Merchandise from movies sold through third-party services, such as Marvel merchandise
  • Ad spending on movies, such as TV ads for movies
Cinema: market data & analysis - Cover

Market Insights report

Cinema: market data & analysis

Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Notes: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.

    Most recent update: Aug 2024

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Cinema market in Japan has been experiencing significant growth in recent years, driven by changing customer preferences, emerging trends in the market, local special circumstances, and underlying macroeconomic factors. Customer preferences in the Cinema market in Japan have shifted towards a more immersive and high-quality movie-watching experience. Japanese consumers are increasingly seeking out theaters that offer state-of-the-art technology, such as IMAX and 4D screens, as well as premium amenities like reclining seats and gourmet food options. This desire for a premium experience is reflected in the increasing ticket prices for these types of theaters. Trends in the market show a growing demand for international films, particularly from Hollywood. Japanese audiences have shown a strong affinity for blockbuster movies, with franchises like Marvel and Star Wars consistently performing well at the box office. This trend can be attributed to the global popularity of these films and the Japanese audience's fascination with foreign cultures and storytelling. Local special circumstances also contribute to the development of the Cinema market in Japan. The country has a rich cinematic history and a strong tradition of storytelling through film. Japanese filmmakers have made significant contributions to the global film industry, with directors like Akira Kurosawa and Hayao Miyazaki gaining international acclaim. This cultural appreciation for film has created a supportive environment for the growth of the Cinema market. Underlying macroeconomic factors have also played a role in the development of the Cinema market in Japan. The country has a strong economy and a high standard of living, which allows for discretionary spending on entertainment activities like going to the movies. Additionally, Japan has a large population, providing a large consumer base for the Cinema market. In conclusion, the Cinema market in Japan is experiencing growth due to changing customer preferences, emerging trends, local special circumstances, and underlying macroeconomic factors. Japanese consumers are seeking out premium movie-watching experiences, there is a growing demand for international films, the country has a rich cinematic history, and the strong economy and large population contribute to the market's development.

    Users

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Methodology

    Data coverage:

    The data encompasses B2C enterprises. Figures are based on the Cinema market, which comprises revenues from box office, advertsing and concessions. The market includes both consumer and advertising spending. All monetary figures refer to consumer spending on tickets and concessions. This spending factors in discounts, margins, and taxes.

    Modeling approach / market size:

    The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

    Forecasts:

    We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

    Additional notes:

    The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. 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 twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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