Leisure Industry 2025
Coverage: (Product/service)
Tourism (traveling, passenger transportation, accommodation, theme parks, amusement parks, sports watching, event related), amusement & leisure related (games), sports, culture, hobbies, fictions, food services
Research Target:
Companies in tourism (traveling, passenger transportation, accommodation, theme parks, amusement parks, sports watching, event related), amusement & leisure related (games), sports, culture, hobbies, fictions, food services
Research Content:
Yano Research Institute has been publishing this report on leisure industry for 35 years. As lifestyles and Japanese perceptions of leisure time have changed over the years, the leisure industry has grown in importance, becoming an integral part of people’s lives. While industries that once fueled the rapid growth of the Japanese economy, such as manufacturing, have matured, the leisure industry (tourism, amusement, culture) has emerged as one of a major driver of the Japanese economy.
However, as demand for leisure increases, consumers have become more selective. The more the public demand diversifies, the faster the pace of unattractive or unreasonable services become obsolete.
The Leisure Industry 2025 report aims to provide a comprehensive view of the leisure industry by exploring its current state and how it is adapting to changing times and trends.
TOC:
I General Overview
- Market Background surrounding Leisure Industry
1) Trend of Leisure
2) Changes in Economic Environment and Social Background - Trends of Leisure Industry
1) Trend of leisure industry
2) Future Outlook
- Tourism Industry Trend
- Accelerated Overseas Development in the Leisure Industry
- Labor Shortages Being a Big Challenge for the Leisure Industry
- AI Empowerment Being Indispensable for the Leisure Industry
II Tourism and Event-Related Industries
- Tourism Market
1) Tourism market
2) Passenger Transportation Market - Accommodation Market
1) Hotels & Ryokans
2) Membership Vacation Clubs
3) Other Accommodations
- Public Lodging Facilities
- Private Lodgings/Pensions
- Youth Hostels
- Capsule Hotels/Guesthouses
- Private Lodgings
- Other Lodging Facilities - Theme Parks, Amusement Parks, Museums
1) Theme Parks & Amusement Parks
2) Other Leisure Parks
- Water Parks
- Farm Parks
- Botanical Gardens, Flower Gardens
- Indoor Playgrounds
3) Museums/Galleries
- Museums & Art Museums
- Zoos and Aquariums
- Food Theme Parks
4) Bathing Facilities - Sports Watching, Participating in Events
1) Sports Watching, Events related to Sports
2) Exhibitions & Cultural Events
III Amusement and Leisure-related Industries
- Amusement Market
1) Video Games/consumer gaming market
2) Amusement facilities/commercial gaming market
3) New Trends in Gaming Industry (VR Games, esports, cloud gaming)
4) Trends of Major Amusement Industry Players - Other Leisure Markets
1) Pachinko
2) Karaoke
3) Public Gambling
IV Sports Industries
- Sports Facilities Market
1) Golf Courses
2) Ski Resorts
3) Fitness Clubs, Gyms
4) Other Sports Facilities (Bowling alleys, Tennis clubs, Futsal pitches, Billiard halls, Batting practice facilities, Climging gyms) - Sports Gear Market
- Outdoor Sports Market
1) Outdoor Sports Market
2) Major Outdoor Leisure (Mountain climbing, Trail running, Autocamp, Walking, Canoeing/Kayaking, Adventure parks) - Other Sports
1) Marine Sports
2) Fishing
3) Motorsports
4) Bicycles
5) Running
6) Others (Dance/Ballet, Table tennis, Badminton, Skating, Yoga, Darts, Sky sports, others.)
V Culture, Hobbies, and Creative Industries
- Movies/Films, Show Business
1) Movie/Film Market
2) Theatre, Hall, and Entertainment - Video and Music Software & Streaming Market
1) Video Software/Streaming Market
2) Music Software/Streaming Market - Culture, Hobbies, and Creative Markets
1) Broadcasting Market
2) Learning Class Market
3) Gardening Market
VI Food Service Industries
- Restaurants Industry
- Major Food Service Chains