fiscal years 2021 to 2024; the Japanese fiscal year starts on April 1 of the stated year and ends on March 31 of the following year
Special properties
based on sales at businesses and sales prices of XR devices; excluding services that exclusively focus on games
Supplementary notes
*Prospect. **Forecast.
The market size has been calculated by totaling the sales at businesses for metaverse platforms, those other than platforms (contents, infrastructure, etc.) and the sales prices of XR (VR, AR, MR) devices. While both corporate-focused and consumer-focused metaverses are included, services solely dedicated to games are excluded.
100 Japanese yen equal 0.64 U.S. dollars or 0.62 euros as of January 2025.
The metaverse market in Japan was projected to reach *** billion Japanese yen in fiscal year 2024. It was expected that the market, which in this case excludes services that exclusively focus on video games, will reach a value of more than *** trillion yen by fiscal year 2028.
The metaverse concept
The concept of the metaverse has garnered increasing attention in recent years, not least because Facebook announced in October 2021 that it would change its company name to Meta Platforms to emphasize its commitment to this immersive technology. Although there are varying definitions, the word is frequently used today to refer to virtual spaces in which people interact with each other in the form of avatars, often facilitated by devices such as head-mounted displays (HMDs) for extended reality (XR). Since the metaverse can act as an enhanced form of social media that brings people together and enables companies to connect more deeply with their customers, it may create valuable economic effects, such as boosting sales via e-commerce.
The metaverse and Japanese content producers
It is expected that the growth of the metaverse market will be impacted to a significant degree by the adoption of dedicated hardware and the ability of content creators to attract users. In the case of Japan, several gaming companies are actively pursuing metaverse projects, such as Bandai Namco, Square Enix, and GREE. Many others engage in related technologies, such as blockchain services, which enable the use of non-fungible tokens (NFTs) in virtual economies. Aside from game developers, there are companies from a number of different industries, such as music, education, and tourism, that provide content to metaverse platforms.
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Yano Research. (December 17, 2024). Sales value of the metaverse market in Japan from fiscal year 2021 to 2024 with a forecast until fiscal year 2028 (in billion Japanese yen) [Graph]. In Statista. Retrieved May 09, 2026, from https://www.statista.com/statistics/1346519/japan-metaverse-market-size/
Yano Research. "Sales value of the metaverse market in Japan from fiscal year 2021 to 2024 with a forecast until fiscal year 2028 (in billion Japanese yen)." Chart. December 17, 2024. Statista. Accessed May 09, 2026. https://www.statista.com/statistics/1346519/japan-metaverse-market-size/
Yano Research. (2024). Sales value of the metaverse market in Japan from fiscal year 2021 to 2024 with a forecast until fiscal year 2028 (in billion Japanese yen). Statista. Statista Inc.. Accessed: May 09, 2026. https://www.statista.com/statistics/1346519/japan-metaverse-market-size/
Yano Research. "Sales Value of The Metaverse Market in Japan from Fiscal Year 2021 to 2024 with a Forecast until Fiscal Year 2028 (in Billion Japanese Yen)." Statista, Statista Inc., 17 Dec 2024, https://www.statista.com/statistics/1346519/japan-metaverse-market-size/
Yano Research, Sales value of the metaverse market in Japan from fiscal year 2021 to 2024 with a forecast until fiscal year 2028 (in billion Japanese yen) Statista, https://www.statista.com/statistics/1346519/japan-metaverse-market-size/ (last visited May 09, 2026)
Sales value of the metaverse market in Japan from fiscal year 2021 to 2024 with a forecast until fiscal year 2028 (in billion Japanese yen) [Graph], Yano Research, December 17, 2024. [Online]. Available: https://www.statista.com/statistics/1346519/japan-metaverse-market-size/