Toys and Games in Japan

August 2026
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Overview:

Understand the latest market trends and future growth opportunities for the Toys and Games industry in Japan with research from Euromonitor International's team of in-country analysts – experts by industry and geographic specialisation.

Key trends are clearly and succinctly summarised alongside the most current research data available. Understand and assess competitive threats and plan corporate strategy with our qualitative analysis, insight and confident growth projections.

Data and analysis in this report provides further detailed coverage dedicated to the following key categories, where applicable:

  • Traditional Toys and Games
  • Video Games

If you're in the Toys and Games industry in Japan, our research will help you to make informed, intelligent decisions; to recognise and profit from opportunity, or to offer resilience amidst market uncertainty.

The Toys and Games in Japan report includes:

  • Analysis of key supply-side and demand trends
  • Detailed segmentation of international and local products
  • Historic volume and value sizes, company and brand market shares
  • Five year forecasts of market trends and market growth
  • Robust and transparent research methodology, conducted in-country

This report answers:

  • What is the market size of Toys and Games in Japan?
  • Which are the leading brands in Toys and Games in Japan?
  • How are products distributed in Toys and Games in Japan?
  • How is the rise of e-commerce impacting the retail landscape and traditional outlets?
  • What are the key safety regulations to observe in Japan?
  • How has retail disruption following COVID-19 and national lockdown impacted sales?
  • Where is future growth expected to be most dynamic?
  • Is it more important to appeal to children or adults?

Toys and Games in Japan

2025 Developments

Key Data Insights

Chart 1 Key Industry Trends for Toys and Games
Mobile and Console Launches Reinforce Digital-First Spending Patterns
Pokémon and Switch 2 Drive Cross-Platform Ip Monetisation
Chart 2 Switch 2 Launches in Japan in 2025
Adult Collectors Fuel Premium Demand for Cards, Kits and Plush
Chart 3 Value Sales 2020-2030
Chart 4 Value Sales by Category 2025
Nintendo Leverages Cross-Platform Ip to Capture Collector Demand
Chart 5 Analyst Insight for Toys and Games
Adult Collectors Drive Premium Sales of Cards and Figures
Chart 6 Pokémon Spans Games, Tcg and Merchandise as Ip Powers Japan's Market
Chart 7 Forecast Value Sales 2020-2030
Chart 8 Forecast Value Sales by Category 2025-2030
Nintendo Drives Gains with Switch 2 and Franchise Launches
Pokémon and Switch 2 Launches Sustain Collector-Driven Demand
Chart 9 Takara Tomy's T-Spark Anchors Japan's Collector-Led Toy Growth
Chart 10 Company Shares 2025
Chart 11 Brand Shares 2025
E-Commerce Drives Digital Delivery across Video Games
Hobby Shops and Specialty Retail Anchor Collectibles and Gifting
Chart 12 Retail Channels 2020-2025
Innovation Trends Are Reshaping the Product Agenda
Recent Innovation in Practice
The Business Impact of Recent Product Innovation
Chart 13 Economic Context for Toys and Games
Chart 14 Real Gdp Growth 2020-2030
Chart 15 Inflation 2020-2030
Chart 16 Consumer Context for Toys and Games
Chart 17 Population 2020-2030
Chart 18 Population by Generation 2025

Traditional Toys and Games in Japan

Key Data Insights

Traditional Toys and Games Summary
Chart 19 Key Industry Trends for Traditional Toys and Games
Adult Collectors Drive Value with Nostalgia and Premiumisation
Games and Puzzles Lead as Cross-Generational Play Expands
Labubu and T-Spark Reshape Demand through Social Buzz and Direct Sales
Chart 20 Takara Tomy Ambitiously Expanded T-Spark Series in 2025
Chart 21 Value Sales 2020-2030
Chart 22 Value Sales by Category 2025
Trading Card Games Sustain Growth as Collecting and Display Culture Expands
Chart 23 Analyst Insight for Traditional Toys and Games
Plush and Premium Toys Thrive on Kidult Demand but Polarisation Widens
Social Media and International Brands Reshape Competition and Consumer Engagement
Chart 24 Forecast Value Sales 2020-2030
Chart 25 Forecast Value Sales by Category 2025-2030
Bandai and Tomy Leverage Strong Ip to Sustain Leadership
Sony Stakes Big on Kadokawa Media Fusion
Sekiguchi Revitalises Monchhichi through Retro Appeal and Digital Buzz
Chart 26 Company Shares 2025
Chart 27 Brand Shares 2025
Amazon and Rakuten Attract Adults Seeking Convenience and Speed
Pop Mart Builds Buzz through Brand-Owned Stores and Exclusive Ip
Chart 28 Labubu Buzzed in Japan in 2025
Chart 29 Retail Channels 2020-2025
Adult Collectors and Social Media Drive New Purchasing Behaviours
Chart 30 Korean Characters Flooding into Japan
Takara Tomy and Pop Mart Spark Growth with Targeted Launches
Rising Polarisation and Cross-Border Buzz Reshape Commercial Outcomes
Chart 31 Economic Context for Traditional Toys and Games
Chart 32 Real Gdp Growth 2020-2030
Chart 33 Inflation 2020-2030
Chart 34 Consumer Context for Traditional Toys and Games
Chart 35 Population 2020-2030
Chart 36 Population by Generation 2025

Video Games in Japan

Key Data Insights

Video Games Summary
Chart 37 Key Industry Trends for Video Games
Nintendo Re-Energises Hardware Spend and Lifts Packaged Games
Chart 38 Switch 2 Launched in Japan in 2025
Mobile-First Publishers Sustain Value as Digital Spend Dominates
Chart 39 Love and Deepspace Widens Japan's Gacha Audience
Chart 40 Value Sales 2020-2030
Chart 41 Value Sales by Category 2025
Mobile Gacha Franchises and Console Launches Reshape Digital Spend Patterns
Chart 42 Analyst Insight for Video Games
Gacha-Driven Mobile Titles and Subscriptions Secure Recurring Revenue
Chart 43 Final Fantasy Xiv Exemplifies Japan's Move to Recurring, Digital-First Services
Chart 44 Forecast Value Sales 2020-2030
Chart 45 Forecast Value Sales by Category 2025-2030
Nintendo Consolidates Leadership through Switch 2 Launch
Chart 46 Company Shares 2025
Chart 47 Brand Shares 2025
E-Commerce Remains the Leading Sales Channel
Chart 48 Retail Channels 2020-2025
Live-Ops Mechanics Redefine How Games Innovate
Cross-Platform Ip Strategies Multiply Monetisation Opportunities
Business Impact: Value Concentration and Portfolio Recalibration
Chart 49 Economic Context for Video Games
Chart 50 Real Gdp Growth 2020-2030
Chart 51 Inflation 2020-2030
Chart 52 Consumer Context for Video Games
Chart 53 Population 2020-2030
Chart 54 Population by Generation 2025

Country Reports Disclaimer

The following categories and subcategories are included:

Toys and Games

    • Action Figures and Accessories
    • Arts and Crafts
    • Baby and Infant
    • Construction
    • Dolls and Accessories
    • Dress-Up and Role Play
    • Games and Puzzles
    • Model Vehicles
    • Outdoor and Sports
    • Plush
    • Pre-School
    • Remote Control Toys
    • Ride-On Vehicles
    • Scientific/Educational
    • Other Traditional Toys and Games
      • Hand-Held Consoles
      • Static Consoles
      • Gaming Headsets
        • Computer Games (Physical)
        • Console Games (Physical)
        • Computer Games (Digital)
        • Console Games (Digital)
        • Online Games and Subscriptions
        • Mobile Games
          • Console Games (Physical)
          • Console Games (Digital)
          • Computer Games (Physical)
          • Computer Games (Digital)
        • Online Games and Subscriptions
        • Mobile Games
          • Computer Games (Game Sales)
          • Console Games (Game Sales)
          • Online Games and Subscriptions (Game Sales)
          • Mobile Games (Game Sales)
          • Computer Games (In-Game Purchases)
          • Console Games (In-Game Purchases)
          • Online Games and Subscriptions (In-Game Purchases)
          • Mobile Games (In-Game Purchases)

Toys and Games

This is the aggregation of traditional toys and games and video games.

See all of our definitions
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This report originates from Passport, our Toys and Games research and analysis database.

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