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Sports - Japan

Japan
  • The Sports market in Japan is expected to witness significant growth in the coming years.
  • According to projections, the total revenue in this market is set to reach ¥US$141.90m in 2022.
  • This indicates a promising future for the Sports market industry in Japan.
  • Furthermore, the market is expected to exhibit an annual growth rate of 9.61% from 2022 to 2027, resulting in a projected market volume of ¥US$205.50m by 2027.
  • This steady growth reflects the increasing popularity and demand for sports-related products and services in Japan.
  • In terms of revenue sources within the Sports market, in-app purchases (IAP) are projected to contribute significantly.
  • It is estimated that in 2022, IAP revenue will reach ¥US$121.60m.
  • This highlights the importance of digital platforms and mobile applications in driving revenue within the Sports market.
  • Additionally, paid app revenue is projected to reach ¥US$752.50k in 2022.
  • This indicates that there is still a market for paid applications in the Sports market industry, showcasing the willingness of consumers to invest in high-quality sports-related apps.
  • Moreover, advertising revenue within the Sports market is expected to reach ¥US$19.53m in 2022.
  • This demonstrates the potential for advertisers to target the sports-loving audience in Japan and leverage this market segment for their promotional campaigns.
  • When considering the number of downloads, it is projected that there will be approximately 9.44m downloads downloads in the Sports market in 2022.
  • This emphasizes the popularity and engagement of Japanese consumers with sports-related content and applications.
  • The average revenue per download is expected to amount to ¥US$15.03.
  • This metric highlights the monetization potential and value that each download brings to the Sports market in Japan.
  • In a global comparison, it is worth noting that China generates the highest revenue in the Sports market.
  • In 2022, it is projected to reach a staggering ¥US$1.10bn.
  • This illustrates the dominance of the United States in terms of market size and revenue generation within the Sports market industry.
  • Overall, the Sports market in Japan is poised for growth and presents numerous opportunities for businesses operating in this sector.
  • With a strong projected revenue and a growing consumer base, the Sports market in Japan is set to thrive in the coming years.

Definition:

The Sports market contains apps that stream or simulate sports. For example, the ESPN and NBC Sports apps are dedicated to official sports coverage and include live videos and news articles about leagues, teams, and athletes. Fantasy football apps allow users to create hypothetical teams of football athletes and earn points according to their real-life performances.

Additional Information:

We consider three different sources of revenue:
  • Revenue from in-app purchases (IAP) that comes from the purchase of features, upgrades, and subscriptions within an app
  • Paid app revenue from the one-time purchase of an app
  • Advertising revenue obtained from showing ads within an app
Our statistics include the revenue earned by developers and also the revenue earned by stores through commissions.

In-Scope

  • Apps that can be downloaded from major app stores such as Apple, Inc.'s App Store and the Google Play store, or in the case of China, from stores such as Huawei AppGallery and Tencent Appstore.
  • Apps that are run on iPhones and Android phones.

Out-Of-Scope

  • Apps exclusively offered by Microsoft Store and Amazon Appstore for Android.
  • Custom-made apps not available from any official app store.
  • B2B/C2C app sales of any kind.
  • Subscription revenues outside of in-app purchases (for example, Netflix and Spotify use their own payment systems outside of their apps).
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App: market data & analysis

Study Details

    Revenue

    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

    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: Mar 2024

    Most recent update: Mar 2024

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Market Shares

    Notes: Data reflects only revenue from in-app purchases.

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Downloads

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Users

    Most recent update: Mar 2024

    Source: adjoe

    Analyst Opinion

    Since the start of Apple, Inc.'s App Store in 2008 with around 500 apps, mobile apps have come to dominate the digital economy and have quickly outpaced the demand for desktop applications. As of 2021, the Apple App Store and Google Play Store had more than 5 million apps combined. Because many apps from the West are not available in China, many new app stores have emerged there. Digital lifestyles around the world now depend on adopting mobile apps, especially when it comes to social networking. The games industry has also been thoroughly transformed by the app revolution and is demonstrated by the fact that the games category is the largest and highest-grossing app category.

    Global Comparison

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Methodology

    Data coverage:

    The data encompasses B2C enterprises. Figures are based on revenue from in-app purchases, revenue from the purchase of apps, and revenue from advertising, as well as the number of downloads for each app category.

    Modeling approach:

    Market sizes are determined through a bottom-up approach, building on a specific rationale for each market segment. As a basis for evaluating markets, we use market data from independent databases and third-party sources, current trends, and reported performance indicators of top market players. In addition, we use relevant key market indicators and data from country-specific associations, such as smartphone users and mobile broadband connections. 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 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/capita, level of digitization, and consumer attitudes toward apps.

    Additional notes:

    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 case market dynamics change.

    Digital

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    App: market data & analysis - BackgroundApp: market data & analysis - Cover

    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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