{"id":56562,"date":"2026-02-09T22:00:00","date_gmt":"2026-02-09T13:00:00","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=56562"},"modified":"2026-02-10T09:31:13","modified_gmt":"2026-02-10T00:31:13","slug":"japans-household-game-spending-hits-record-high-in-2025-despite-inflation-driven-cutbacks-in-food-and-daily-expenses","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/news\/japans-household-game-spending-hits-record-high-in-2025-despite-inflation-driven-cutbacks-in-food-and-daily-expenses\/","title":{"rendered":"Japan\u2019s household game spending hit record high in 2025, despite inflation-driven\u00a0cutbacks in food and daily\u00a0expenses\u00a0"},"content":{"rendered":"\n<p>Japan\u2019s Ministry of Internal Affairs and Communications&nbsp;(MIC)&nbsp;recently&nbsp;released the results of its&nbsp;\u201cFamily Income and Expenditure Survey\u201d for 2025. According to the data,&nbsp;per-household spending&nbsp;on both game consoles&nbsp;and game software reached record highs in 2025.&nbsp;The statistics are based on a sample of 9,000 Japanese households (of two or&nbsp;more persons), with console and software spending viewed&nbsp;as&nbsp;separate&nbsp;categories.&nbsp;<\/p>\n\n\n\n<p>According to the survey, the average annual spending on game consoles among&nbsp;Japanese&nbsp;households in 2025 was 2,044 yen, or about $14 USD. This is the first time since 2010 that average spending on consoles has exceeded 2,000 yen, and&nbsp;the figure&nbsp;represents&nbsp;more than a threefold increase compared to 2024\u2019s 616-yen average.&nbsp;<\/p>\n\n\n\n<p>Previously, the highest spending year for consoles had been 2020,\u00a0when COVID-19 lockdowns\u00a0pushed\u00a0spending to 1,548 yen. The 2025\u00a0average surpasses\u00a0this\u00a0previous\u00a0record\u00a0by\u00a032%.<\/p>\n\n\n\n<figure class=\"wp-block-image aligncenter size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"551\" height=\"592\" sizes=\"auto, (max-width: 551px) 100vw, 551px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/02\/nintendo-switch-2-20260207-417903-001.webp\" alt=\"\" class=\"wp-image-56576\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/02\/nintendo-switch-2-20260207-417903-001.webp 551w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/02\/nintendo-switch-2-20260207-417903-001-354x380.webp 354w\" \/><\/figure>\n\n\n\n<p>Meanwhile,&nbsp;console&nbsp;purchase frequency per 100 households was 0.047. This is higher than in 2024&nbsp;(0.021), but still below the 0.066 recorded in 2020 during the pandemic-driven&nbsp;game industry&nbsp;boom. For reference, the highest purchase frequency on record was 0.081 in 2011,&nbsp;when the&nbsp;Nintendo 3DS and PlayStation Vita&nbsp;launched.&nbsp;The&nbsp;relatively modest&nbsp;increase in purchase frequency&nbsp;in 2025&nbsp;suggests that rising console prices&nbsp;are the&nbsp;likely cause&nbsp;of&nbsp;higher&nbsp;overall spending.&nbsp;<\/p>\n\n\n\n<p>On the other hand,&nbsp;spending on&nbsp;games themselves&nbsp;in 2025 averaged 2,306 yen&nbsp;(about $15 USD),&nbsp;which is&nbsp;also the highest level&nbsp;since records began in 2010.&nbsp;That said,&nbsp;software spending&nbsp;in Japan&nbsp;has&nbsp;remained&nbsp;in the lower&nbsp;2,000-yen range on average since 2020,&nbsp;so&nbsp;the increase is more moderate compared to consoles. (Note that software purchase frequency is not tracked in the survey.)&nbsp;<\/p>\n\n\n\n<p>Up until 2009, spending on game consoles and game software was combined under a single \u201cvideo games\u201d category, so comparisons are limited to post-2010 data. In earlier statistics, 2007&nbsp;(the year after the PS3 and Wii&nbsp;launched )&nbsp;recorded 4,561 yen in \u201cvideo&nbsp;game\u201d spending.&nbsp;That means&nbsp;that&nbsp;technically,&nbsp;at&nbsp;least one of the two categories&nbsp;likely exceeded&nbsp;2025\u2019s&nbsp;levels back then.&nbsp;<\/p>\n\n\n\n<p>A major factor behind the record console spending in 2025\u00a0was\u00a0the launch of the Nintendo Switch 2 on June 5. According to Nintendo\u2019s <a href=\"https:\/\/www.nintendo.co.jp\/ir\/pdf\/2026\/260203_2.pdf\" target=\"_blank\" rel=\"noreferrer noopener\">financial results for the third quarter of the fiscal year ending March 2026<\/a>\u00a0(announced on February 3), the\u00a0console\u00a0had sold a cumulative 17.37 million units worldwide\u00a0within the first six months of\u00a0launch,\u00a0outpacing even the Nintendo Switch.\u00a0<\/p>\n\n\n\n<p>The PS5\u00a0also\u00a0may\u00a0have\u00a0contributed, though. In Sony\u2019s <a href=\"https:\/\/www.sony.com\/ja\/SonyInfo\/IR\/library\/presen\/er\/\" target=\"_blank\" rel=\"noreferrer noopener\">third-quarter results for fiscal 2025<\/a>,\u00a0(announced\u00a0on\u00a0February 5), the PS5 sold 8 million units between October and December. Although this\u00a0represents\u00a0a decrease of 1.5 million units year-over-year, the console, which\u00a0originally\u00a0released in 2020,\u00a0continued\u00a0to\u00a0see\u00a0steady sales in 2025.\u00a0\u00a0<\/p>\n\n\n\n<p>Looking at broader trends in the&nbsp;MIC\u2019s&nbsp;2025 household survey, spending on food&nbsp;in Japan&nbsp;rose&nbsp;by&nbsp;5.5%. However, in real terms,&nbsp;excluding the effects of inflation,&nbsp;food spending&nbsp;actually fell&nbsp;by 1.2%, suggesting consumers are cutting back on everyday purchases amid&nbsp;the rising cost of living.&nbsp;Against that backdrop, record spending on both consoles and software suggests that people are still more than willing to&nbsp;spend&nbsp;on games, even with inflation&nbsp;weighing on&nbsp;everyday costs.&nbsp;<\/p>\n\n\n\n<p><a href=\"https:\/\/automaton-media.com\/en\/news\/japans-console-game-market-grew-by-138-8-in-2025-driven-by-the-nintendo-switch-2\/\" target=\"_blank\" rel=\"noreferrer noopener\">Related: Japan\u2019s console game&nbsp;market grew by 138.8% in 2025, driven by the Nintendo Switch 2<\/a><strong><\/strong>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>According to a large-scale, government survey, Japanese household spending on both consoles and game software reached all-time highs in 2025, exceeding pandemic peaks.<\/p>\n","protected":false},"author":88,"featured_media":44401,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[3],"tags":[17],"class_list":["post-56562","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news","tag-japan-related-news"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.2 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Japan\u2019s household game spending hit record high in 2025, despite inflation-driven\u00a0cutbacks in food and daily\u00a0expenses\u00a0 - AUTOMATON WEST<\/title>\n<meta name=\"description\" content=\"According to a large-scale, government survey, Japanese household spending on both consoles and game software reached all-time highs in 2025.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/automaton-media.com\/en\/news\/japans-household-game-spending-hits-record-high-in-2025-despite-inflation-driven-cutbacks-in-food-and-daily-expenses\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Japan\u2019s household game spending hit record high in 2025, despite inflation-driven\u00a0cutbacks in food and daily\u00a0expenses\u00a0 - 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