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Game/Content - Japan: Japan Growth Strategy Council: Key takeaways and investment implications

发布日期: 2026-06-25研究机构: BofA Global Research报告页数: 8原文语言: 英语证据页码: 1

研报英文原文证据摘录

Game/Content - Japan: Japan Growth Strategy Council: Key takeaways and investment implications

Accessible version

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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