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Game/Content - Japan: Japan Growth Strategy Council: Key takeaways and investment implications
研报英文原文证据摘录
Game/Content - Japan: Japan Growth Strategy Council: Key takeaways and investment implications
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Game/Content - Japan
Japan Growth Strategy Council: Key
takeaways and investment implications
Industry Overview
Institutionalizing game as national strategic industry 26 June 2026
At the Council on Economic and Fiscal Policy and the Japan Growth Strategy Conference Equity
on June 24, 2026, the government announced public-private investment targets across Japan
17 sectors. Game was allocated ¥24.5tn through FY2033, ranking third among 62 Game/Content
categories behind semiconductors and data centers. The government also set a target of Yoshitaka Nagao >>
¥12tn in overseas game revenue by 2033, representing 60% of the content industry's Research Analyst
broader ¥20tn overseas revenue goal. This effectively formalizes the government's BofAS+81 3 6225Japan8501
strategy of developing content into a major export industry alongside automobiles. While yoshitaka.nagao@bofa.com
the ¥20tn target was initially announced in 2025, this marks the first time that game's Yusuke Noguchi >>
Research Analyst
majority share of both planned investment and overseas revenue has been explicitly BofAS Japan
quantified, underscoring the government's strong commitment to the sector. yusuke.noguchi@bofa.com
Shinji Masuda >>
Strength in console games, limited presence in growth ResearchBofAS JapanAnalyst
markets shinji.masuda@bofa.com
Japan's competitive advantage lies in the global console game market, where Japanese
publishers account for roughly 50% of a ¥6tn market. By contrast, Japanese-developed
titles hold only a low-single-digit share of the global mobile (¥18tn) and PC (¥7tn) game
markets. The industry's limited presence in the largest growth segments represents a
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