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Baseball - Japan

Japan
  • Revenue in the Baseball market is projected to reach US$1.60bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 2.19%, resulting in a projected market volume of US$1.79bn by 2029.
  • In global comparison, most revenue will be generated United States (US$9.96bn in 2024).
  • The average revenue per user (ARPU) in the Baseball market is projected to amount to US$24.62 in 2024.
  • In the Baseball market, the number of users is expected to amount to 73.8m users by 2029.
  • User penetration in the Baseball market will be at 53.2% in 2024.

Definition:

The Baseball market encompasses various aspects of the sport, including media coverage, ticket sales, and merchandise, catering to the extensive global fanbase of baseball. It includes platforms and channels dedicated to delivering news, analysis, and entertainment related to baseball events worldwide, as well as the sale of tickets for live baseball games and various baseball-related merchandise.

Structure:

  • Baseball Media: This segment includes revenues from television and online streaming rights for baseball games, providing fans with access to live coverage and analysis.
  • Baseball Ticket Sales: This segment comprises revenues from the sale of tickets for baseball games held in stadiums, online ticketing platforms facilitating ticket purchases, and season ticket packages.
  • Baseball Merchandising: This segment encompasses revenues from the sale of various baseball-related products and merchandise, such as team jerseys, baseball caps, apparel, equipment, and memorabilia, allowing fans to showcase their support for their favorite teams and players.

Additional information:

Key metrics within the Baseball Market include revenues, viewers, ticket sales volumes, merchandise sales volumes, and market penetration rates. Revenue streams primarily come from advertising, subscription fees, ticket sales, merchandise sales, and sponsorship deals. Data on broadcasting rights, online viewership, ticketing platforms, popular merchandise items, and fan preferences are essential for understanding market dynamics. Key players in the Baseball Market include broadcasting networks, baseball teams, sports apparel brands, ticketing agencies, and online marketplaces.

For more detailed insights, refer to the additional information provided next to the respective data points.

In-Scope

  • Ticket sales from games, such as league games
  • Revenue from merchandise, such as jerseys
  • Revenue from media rights, such as TV broadcasting

Out-Of-Scope

  • Revenue from player transfers, such as transfer fees
  • Tickets sold on the secondary market, such as on eBay
  • Revenue from licensing or sponsorship, such as from logos
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Study Details

    Revenue

    Most recent update: Jul 2024

    Source: Statista Market Insights

    Most recent update: Jul 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Japanese baseball market is experiencing minimal growth due to declining interest in traditional media, while merchandise and ticket sales have remained stagnant. Factors such as the rise of alternative sports and the decreasing popularity of physical attendance are impacting the overall growth rate. However, the market is expected to slowly rebound as online platforms and virtual experiences emerge, catering to the changing preferences of consumers.

    Customer preferences:
    Japans baseball market has seen a noticeable trend towards increased use of technology. With the rise of virtual and augmented reality, fans are able to experience the game in a whole new way. Additionally, there has been a shift towards online ticketing and merchandise purchases, catering to the tech-savvy younger generation. This change is also reflected in the popularity of e-sports in Japan, with baseball-themed video games gaining a strong following. Overall, the tech-driven consumer preferences in Japans baseball market are leading to a greater integration of digital solutions and experiences.

    Trends in the market:
    In Japan, the baseball market is seeing a rise in technology integration, with teams incorporating data analytics and virtual reality training programs. This trend is aimed at improving player performance and increasing fan engagement. Additionally, the market is experiencing an influx of foreign players, bringing a diverse talent pool to the sport. These developments have significant implications for sports equipment manufacturers, digital training companies, and sports broadcasters. As the use of technology and international presence continue to grow, so will competition, innovation, and potential revenue in the Japanese baseball market.

    Local special circumstances:
    In Japan, the Baseball Market has a deep cultural significance, with the sport being considered a national pastime. This has resulted in a strong fan base and a dedicated following, which in turn drives significant revenue for the industry. Additionally, the countrys geography, with its limited land area, has led to a high demand for urban sporting facilities, driving the construction of multiple baseball stadiums in the major cities. Furthermore, the strict regulations and licensing rules surrounding professional baseball teams have resulted in a concentrated market with limited competition, contributing to the sports dominant position in the Japanese Sports market.

    Underlying macroeconomic factors:
    The Baseball Market within the Sports Market in Japan is heavily influenced by macroeconomic factors such as consumer spending, government policies, and global economic conditions. Japans strong economy, high disposable income, and strong cultural affinity towards baseball have contributed to the success of the market. The governments investments in sports infrastructure and policies promoting youth participation in sports have also played a significant role in fostering the growth of the Baseball Market. Additionally, the increasing trend of international players joining Japanese baseball teams has expanded the markets global reach and driven its growth.

    Reach

    Most recent update: Jul 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Jul 2024

    Source: Statista Market Insights

    Methodology

    Data coverage:

    The data encompasses B2C and B2B revenues. Figures are based on media spending, merchandise spending, and ticket spending. All monetary figures for merchandise and tickets refer to consumer spending on goods or tickets in the respective segment, which can be online and offline.

    Modeling approach / Market size:

    Market sizes are determined through a combination of bottom-up and top-down approaches, building on specific predefined factors for each market segment. As a basis for evaluating markets, 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 ticket, price on sport goods). In addition, we use relevant key market indicators and data from country-specific associations, such as GDP, number of internet users, and internet consumption. This data helps us 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 relevant market. For example, the S-curve function or linear forecasting, as it fits the development of either strong growing markets or more sophistacted and saturated markets, such as soccer in Europe.

    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 impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. 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). We also account for the different cycles of international tournaments, such as world cups or continent cups. 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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