The Tokyo Game Show (TGS) in Japan is the world’s second-largest gaming expo. Held annually since 1996, it has become a pivotal platform for the gaming industry. At the most recent edition, the children’s zone drew increased visitor interest, and overall attendance on public days also rose. The number of exhibiting companies and overseas media outlets reached record highs for the second consecutive year, underscoring TGS’s growing international influence. ThThe Exhibition Value of Tokyo Game Show (TGS)
- The Tokyo Game Show is the world’s second-largest gaming expo, alongside Gamescom in Cologne and E3 in Los Angeles, collectively regarded as the three major global gaming events. Since its inception in 1996, it has been successfully held nearly thirty times and is widely recognized in the industry as a leading indicator for Asia’s gaming sector and a strategic gateway for international game companies seeking to enter the Japanese and broader Asia-Pacific markets. Organized by the Computer Entertainment Supplier’s Association (CESA) of Japan, the show takes place annually in autumn at the Makuhari Messe International Convention Center in Chiba. It serves as a key platform for console manufacturers such as Sony and holds unique market influence across anime‑related culture, mobile gaming, and other segments.
- The core value of participating lies in its unparalleled reach within the Asian market and its highly concentrated pool of professional buyers. In 2025, the event brought together 1,136 exhibitors from 47 countries and regions, with a record-breaking total of 4,157 booths—of which 615 were overseas, surpassing domestic Japanese companies for the first time and marking an unprecedented level of internationalization. The show attracted over 260,000 professional visitors and gamers, including 52,352 business‑day attendees on the opening day, representing global game publishers, platform operators, investment firms, and distribution channels. Rigorous crowd‑management measures were implemented to ensure both visitor experience and the quality of professional networking opportunities.
- The exhibition provides a one-stop commercial platform covering the entire gaming value chain. Exhibits span all categories, including console games, PC games, mobile games, VR/AR, cloud gaming, esports equipment, and related merchandise. The lineup features Japanese industry giants such as Sony, Capcom, Bandai Namco, Square Enix, Sega, and Konami, alongside diverse international players from 46 countries. For the first time in 2025, a dedicated family‑and‑children zone was introduced, further expanding the show’s reach. Specialized sections—including VR/AR, indie games, and student‑project showcases—highlight cutting‑edge innovations and emerging trends.
- The event aligns with three major industry trends—China’s rising influence, the globalization of anime‑related culture, and technological innovation—creating a hub for deep integration among academia, industry, research, and application. At the 2025 edition, Chinese exhibitors numbered over 170, with nearly 110 from mainland China, marking an unprecedented scale. Industry leaders such as Tencent, NetEase, Century Huatong, Papergames, Hypergryph, and Perfect World showcased flagship titles like “Unlimited Warmth,” “Love and Deep Space,” “Infinity,” “Eternal Loop,” and “Arknights: Endless Frontier.” Long queues formed outside their booths, with wait times of two to three hours, making these exhibits the center of attention. AI and XR technologies continued to permeate the gaming space, with more than 30 exhibitors specializing in XR-related solutions, including Chinese firms like Goertek, Xiaopai, and Mingkun Technology, underscoring a clear trend toward AI‑driven integration. Concurrently, the “Japan Game Awards” ceremony honored outstanding works, with “Metaphor: ReFantazio” taking the Grand Prize and Chinese titles such as “Infinity” receiving the “Future Division Award,” highlighting the growing competitiveness of Chinese games on the global stage.
- For Chinese enterprises, this exhibition serves as a strategic gateway to expand into the Japanese and broader Asian markets, connect with global resources, and showcase innovative capabilities. Although Japan’s mobile gaming market has seen stable download volumes, its average revenue per user (ARPU) remains 1.8 times that of European and American markets, representing a significant “value ceiling” in the global mobile gaming landscape. Japanese players demonstrate high acceptance of diversified gaming formats, providing ample opportunities for Chinese developers. During the 2025 show, domestically produced anime‑style games leveraged the appeal of “Guochao” cultural elements to deliver distinctive experiences, successfully capturing the Japanese audience; several titles consistently ranked among the top sellers on Japan’s iOS charts. Exhibitors can use this platform to access global distribution networks, investment partners, and platform resources, seizing early opportunities in the ongoing transformation of the gaming industry toward globalization, premiumization, and IP‑centric development.
- The organizers have announced that, starting in 2026, the traditional four‑day format will be extended to five days to accommodate growing demand and sustained public enthusiasm. The 2026 Tokyo Game Show is expected to attract an even larger audience, continuing to provide an efficient platform for global exchange and collaboration within the gaming industry.