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Leisure

The entertainment industry in Japan has traditionally been characterised by youth-based content. With the ageing Japanese demography, the sector is now in a phase of transition as it seeks to adapt to appeal to its older audience. The industry is also exploring and developing its activities overseas. Given that the evolution of technology has transformed the means of distribution, products are being made to be more accessible to global clients. With access to new client bases, a broader horizon is opening up for the Japanese entertainment industry. Find out more about Japan's leisure industry below.

Art & Craft

 Latest update: July 2022 

 

Cool Japan & Creative Industry

 Latest update: March 2022 

There is no precise definition of creative industries in Japan. 

Electronic Games

 Latest update: March 2022 

Japan has traditionally been a major hub of the global video games industry and is currently in third place in terms of gaming market revenues.

Manga & Anime

 Latest update: July 2022 

Music

 Latest update: May 2022 

Pet Products

 Latest update: June 2022 

The Japanese pet market is highly directed towards dogs and cats, they had an ownership share of 11.5% and 10.1% respectively (2019).

Sports

Japan seems to be a country hungry to increase sports and the sports industry within Japan. In 2011 it formulated its first ‘Sport basic plan’ that aimed at promoting sports among different age groups, enhancing international exchanges, competitiveness.

Toys & Gadgets

 Latest update: June 2022