Leisure Industry 2026
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:
This report covers the latest trends in various sectors of Japan's leisure industry. Once considered the "non-essential and non-urgent," leisure has evolved into an essential part of life in Japan over time, as people's lifestyles and perceptions of leisure time have changed. Additionally, industries, such as manufacturing, which once fueled the rapid growth of the Japanese economy in the 1960s, have matured. In their place, the leisure industry, including tourism, amusement, and hobbies, has emerged as a major driver of the Japanese economy.
However, as the demand for leisure activities increases, consumers have become more selective. The more the public demand diversifies, the faster unreasonable or unattractive services become obsolete.
The Leisure Industry 2026 aims to provide a comprehensive view of the leisure industry by examining its current state and how it adapts to changing times and trends.
TOC:
Part I: General Overview
- Market Context Surrounding the Leisure Industry
1. Trends in Leisure
(1) Trends in the Leisure Market
(2) Working Hours and Leisure Time
(3) Trends in the Use of Holidays and Vacations
(4) Trends in Consumer Spending on Leisure
2. Changes in the Economic Environment and Social Context
(1) Demographic Trends
(2) Changes in the Economic Environment
(3) Factors Affecting the Leisure Industry - Trends in the Leisure Industry
1. Current Status of the Leisure Industry
(1) Market Size Has Recovered to Pre-Pandemic Levels, Driven by Inbound
Tourism and Rising Average Spending
(2) Participation Rates and the Number of Activities Have Leveled Off, and
the "Mental Space from Leisure" Has Turned Negative
(3) The Personalization of Preferences, a Focus on Time Efficiency, and the
Shift Toward "Balanced" Consumption
(4) Price Increases Becoming the Norm and the Spread of Variable Pricing }
Systems
(5) A Rush of New Openings for Indoor and Urban Facilities and Nationwide
Expansion of Stadium and Arena Construction
(6) Polarization in Sports and Outdoor Leisure: "Declining Participation ×
Rising Average Spending"
(7) The Establishment of the "From Ownership to Usage" Paradigm and the
Expansion of the Reuse and Sharing Market
(8) Safety Risks and Labor Shortages Shaking the Foundation of Nature-Based
Leisure
(9) The Spread of Dual Pricing and Lodging Taxes in Response to Rising
Inbound Tourism
(10) Trends in Leisure and Resort Revitalization Businesses
2. Future Outlook for the Leisure Industry
(1) Total Demand Will Not Grow - Shifting from "Volume Expansion" to
"Optimization of Unit Prices and Utilization Rates"
(2) Inbound Tourism Presents Both Growth Potential and Dependency Risks
— Target of 60 Million Visitors by 2030
(3) Major Events and Large-Scale Developments Will Drive a Peak in Demand
from 2026 to 2030
(4) Supply Constraints Will Cap Growth — Labor Shortages, Soaring Costs,
and Aging Facilities
(5) AI and Digital Technology Will Drive Optimization of "Pricing" and
"Congestion"
(6) Adapting to Climate Change and Safety Risks Will Impact Business Model
Choices
(7) Business Restructuring and Asset Liquidation Are Expected to Continue
(8) Looking Toward 2030 — The Ability to Respond to "Carefully Curated
Experiences" Will Be the Turning Point
Part 2. Tourism and Event-Related Industries
- Tourism
1. The Tourism Market
(1) Tourism Market Trends
(2) Major Travel Agency Trends
(3) Major Travel Website Trends
2. The Passenger Transportation Market
(1) Air Travel
(2) Rail Travel
(3) Express Buses, Tourist and Charter Buses
(4) Cruises
(5) Ferries and Passenger Shipping Routes
(6) Car Rentals - Accommodations
1. Hotels & Ryokans
2. Membership Vacation Clubs
3. Other Accommodations
(1) Public Lodging Facilities
(2) Private Lodging Facilities
(3) Youth Hostels
(4) Capsule Hotels/Guesthouses
(5) Vacation Rentals
(6) Other Lodging Facilities - Theme Parks, Amusement Parks, Museums
1. Theme Parks & Amusement Parks
2. Other Leisure Parks
(1) Water Parks
(2) Farm Parks
(3) Botanical Gardens, Flower Gardens
(4) Indoor Playgrounds
3. Museums/Galleries
(1) Museums & Art Museums
(2) Zoos and Aquariums
(3) Food Theme Parks
4. Bathing Facilities - Sports Watching and Event Participation
1. Sports Watching, Sports Events
2. Exhibitions & Cultural Events
Part 3. Gaming and Casinos
- The Gaming Market
1. Video Games/Consumer Games
2. Amusement Arcades, Commercial Games
3. New Trends in the Gaming Industry (VR Games, E-sports, Cloud Gaming)
(1) VR Games
(2) Esports
(3) Cloud Gaming
(4) Recent Topics in the Gaming Market
4. Trends in Major Gaming Industry Players - Other Amusement Industries
1. Pachinko
2. Karaoke
3. Public Gambling
(1) Public Gambling Market Trends
(2) Trends by Organization (Central Horse Racing, Regional Horse Racing,
Keirin, Boat Racing, and Motorcycle Racing)
(3) Lottery Market Trends
(4) Sports Promotion Lottery (toto) Market Trends
(5) Trends in Casino Planning
Part 4. Sports Industry
- Sports Facilities
1. Golf Courses
2. Ski Resorts
3. Fitness Clubs and Gyms
4. Other Sports Facilities and Clubs
(1) Bowling Alleys
(2) Tennis Clubs
(3) Futsal Pitches
(4) Billiard halls
(5) Batting Practice Facilities
(6) Climbing Gyms - Sports Gear
- Outdoor Sports
1. Outdoor Sports
2. Trends in Major Outdoor Leisure
(1) Mountaineering
(2) Trail Running
(3) Autocamp
(4) Walking
(5) Canoeing/Kayaking
(6) Adventure Parks - Other Sports
1. Marine Sports
2. Fishing
3. Motorsports
4. Sports Cycling
5. Running
6. Others
(1) Dancing, Ballet
(2) Table Tennis
(3) Badminton
(4) Skating
(5) Yoga
(6) Darts
(7) Sky Sports
(8) Other Newer Sports
Part 5. Culture, Hobbies, and Creative Industries
- Film and Entertainment
1. Movie and Films
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
Part 6. Food Service Industries
- Food Service Industries
1. Restaurants Industry
2. Major Food Service Chains