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Metaverse Digital Media - Japan

Japan
  • The projected value in the Metaverse Digital Media market in 2024 is estimated to reach US$28.6m.
  • It is expected to exhibit an annual growth rate (CAGR 2024-2030) of 14.83%, leading to a projected market volume of US$65.6m by 2030.
  • in Japan, being a prominent player in this market, is expected to contribute significantly to this growth.
  • In 2024, United States is projected to generate the highest value in the Metaverse Digital Media market, with a market volume of US$197.1m.
  • This showcases the dominance of the United States in this market segment.
  • Looking towards the future, the number of users in the Metaverse Digital Media market is anticipated to reach 196.2k users by 2030.
  • The user penetration rate, which stands at 0.1% in 2024, is projected to rise to 0.2% by 2030.
  • This indicates an increasing adoption of Metaverse Digital Media market among users in Japan.
  • Furthermore, the average value per user (ARPU) is expected to amount to US$224.9.
  • This metric provides insights into the revenue generated per user in the Metaverse Digital Media market.
  • Japan's Metaverse Digital Media market is thriving, driven by the country's strong technological infrastructure and cultural affinity for virtual experiences.

Definition:

The Digital Media market refers to the use of digital technology to create, distribute, and consume content within virtual reality environments. This can include video, audio, text, images, and interactive experiences that are accessible through a wide range of devices, including VR headsets, smartphones, and computers.

Additional Notes:

The market comprises market sizes, users, average revenue per user, and penetration rates. Market sizes are generated through in-app purchases and consumer spending. Data on the digital media market can also be found in the Digital Market Insights. For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Virtual escape rooms, such as Escape the Lost Pyramid
  • Virtual sport events, such as The Metaverse Open
  • Virtual amusement parks, such as The Sandbox's LAND
  • Technology used to enhance virtual experience, adding sounds and graphics to games and worlds

Out-Of-Scope

  • Games considered as metaverse, such as Fornite
  • Digital music streaming or video streaming, such as Spotify or Netflix
Metaverse: market data & analysis - Cover

Market Insights report

Metaverse: market data & analysis

Study Details

    Market Size

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

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Metaverse Digital Media market in Japan is experiencing significant growth and development.

    Customer preferences:
    Japanese consumers have shown a strong interest in virtual reality (VR) and augmented reality (AR) technologies, which are key components of the Metaverse Digital Media market. The younger generation, in particular, is drawn to immersive and interactive experiences, making them a key target audience for Metaverse content creators and developers. Additionally, Japanese consumers value high-quality graphics and realistic simulations, which further contribute to the demand for Metaverse Digital Media products and services.

    Trends in the market:
    One major trend in the Metaverse Digital Media market in Japan is the increasing adoption of VR and AR technologies in various industries. For example, the gaming industry has embraced VR and AR to provide more immersive and engaging gaming experiences. Virtual theme parks and virtual travel experiences have also gained popularity, allowing people to explore new worlds and destinations from the comfort of their homes. Furthermore, companies are utilizing the Metaverse to enhance virtual meetings and conferences, providing a more interactive and lifelike experience for participants. Another trend is the integration of Metaverse Digital Media into social media platforms. Japanese social media platforms have started incorporating VR and AR features, allowing users to create and share Metaverse content with their friends and followers. This integration not only enhances the user experience but also provides new opportunities for businesses to connect with their target audience and promote their products or services in a more interactive and engaging way.

    Local special circumstances:
    Japan has a strong technological infrastructure and a culture that embraces innovation, making it an ideal environment for the development of the Metaverse Digital Media market. The country has a high smartphone penetration rate and a tech-savvy population, which facilitates the adoption of Metaverse technologies. Additionally, Japan has a rich history of animation and gaming, which has laid the foundation for the creation of Metaverse content.

    Underlying macroeconomic factors:
    The Metaverse Digital Media market in Japan is also influenced by macroeconomic factors. The government's support for technological innovation and digital transformation initiatives has created a favorable environment for the growth of the Metaverse industry. Furthermore, the COVID-19 pandemic has accelerated the adoption of Metaverse technologies as people sought alternative ways to socialize, work, and entertain themselves from home. This increased demand for Metaverse Digital Media products and services is expected to continue even after the pandemic as people have become accustomed to the convenience and immersive experiences offered by the Metaverse. In conclusion, the Metaverse Digital Media market in Japan is experiencing significant growth and development due to customer preferences for immersive experiences, the adoption of VR and AR technologies in various industries, the integration of Metaverse Digital Media into social media platforms, Japan's technological infrastructure and culture of innovation, and underlying macroeconomic factors such as government support and the impact of the COVID-19 pandemic.

    Reach

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Methodology

    Data coverage:

    Figures are based on in-app spending, consumer spending.

    Modeling approach / Market size:

    Market sizes are determined by a top-down approach, based on a specific rationale for each market market. As a basis for evaluating markets, we use reports, third-party studies, and research companies. Next, we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, and internet penetration rates. This data helps us to estimate the market size for each country individually.

    Forecasts:

    In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the particular market. For example, the S-curve function and exponential trend smoothing are well suited to forecast digital products and services due to the non-linear growth of technology adoption. The main drivers are consumer spending per capita, level of digitalization, and cloud revenues.

    Additional Notes:

    The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased 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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