Creative Software - Japan

  • Japan
  • Revenue in the Creative Software market is projected to reach US$0.34bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2028) of 1.44%, resulting in a market volume of US$0.36bn by 2028.
  • In global comparison, most revenue will be generated in the United States (US$4,777.00m in 2024).

Key regions: Canada, Netherlands, Germany, Japan, China

Region comparison

Analyst Opinion

The Creative Software market in Japan has been experiencing significant growth in recent years.

Customer preferences:
Japanese consumers have shown a strong interest in creative software, particularly in the areas of video and audio editing, graphic design, and 3D modeling. This can be attributed to the country's thriving arts and entertainment industries, as well as the growing popularity of social media platforms.

Trends in the market:
One notable trend in the Japanese Creative Software market is the rise of cloud-based solutions. This shift towards cloud technology has allowed for greater collaboration and flexibility among users, as well as increased accessibility to software for smaller businesses and individual creators. Additionally, there has been a growing demand for mobile-friendly software, as more consumers are using their smartphones and tablets for creative work.

Local special circumstances:
Japan has a unique cultural and economic landscape that has contributed to the growth of the Creative Software market. The country has a rich history of art and design, and is home to many world-renowned artists and designers. Additionally, Japan's economy is heavily reliant on small and medium-sized businesses, many of which require creative software for their operations.

Underlying macroeconomic factors:
The Japanese government has been actively promoting the growth of the creative industries, including software development. This has included initiatives such as tax incentives for creative businesses, as well as increased funding for research and development. Additionally, Japan's aging population has led to a shortage of skilled workers in many industries, including the creative sector. As a result, there has been a greater emphasis on automation and technology to fill this gap.


Data coverage:

The data encompasses B2B, B2G, and B2C enterprises. Figures are based on the allocation to the country where the money was spent at manufacturer price level (excluding VAT).

Modeling approach / Market size:

The segment size is determined through a top-down approach. We use financial statements such as annual reports, quarterly earnings, and expert opinions to analyze the markets. To estimate the segment size for each country individually, we use relevant key market indicators and data from country-specific industry associations such as GDP, level of digitization, GDP sector composition, and observed level of software piracy.


We use a variety of forecasting techniques, for instance, advanced statistical methods, depending on the behavior of the relevant segment. The main drivers are the GDP and the level of digitization.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level.


  • Revenue
  • Key Players
  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
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