BUSINESS
Young Japanese Adults: Gaming vs. Living
JapanThu Apr 17 2025
It is surprising to learn that many young adults in Japan are spending more on video games than on their basic needs. A recent survey showed that nearly 1 in 5 young adults aged 20 to 29 have struggled to pay for rent because they spent too much on in-game purchases. This issue is more common among men, with 22. 8% admitting to this behavior, compared to 14. 8% of women. This trend raises questions about financial priorities and the influence of gaming culture.
The survey also found that almost a quarter of the respondents regretted their spending on video games. Despite this, the number of people making in-game purchases increased by nearly 6% from the previous year. This suggests that many young adults are willing to pay for advantages in games and feel they cannot enjoy games without making purchases. However, it is important to note that most young adults in their twenties still avoid these purchases.
Video games with in-app purchases, particularly mobile games and those with gacha mechanics, are highly profitable worldwide. In March 2025, spending through Apple’s App Store and Google Play reached $6. 79 billion, with Japan contributing 14. 3% of that revenue. Popular games like PUBG Mobile, Candy Crush Saga, and Pokémon Go are big earners, but there are many other games that generate even more revenue with little public attention.
Gaming companies are clever. They design games to keep players engaged and spending money. This can lead to a cycle where players feel they need to buy in-game items to progress or enjoy the game. This is a problem for young adults who may not have a steady income or financial literacy. It is crucial for them to understand the value of money and make informed decisions about their spending.
The survey highlights a growing concern about the financial habits of young adults in Japan. While gaming can be a fun and engaging hobby, it is essential to balance it with real-life responsibilities. Young adults need to be aware of the potential risks of overspending on in-game purchases and prioritize their financial well-being.
continue reading...
questions
If 1 in 5 young adults in Japan are prioritizing in-game purchases over rent, does this mean we should start seeing 'Gacha Rolls R Us' instead of 'Rent-A-Center'?
How does the increasing trend of in-game purchases among young adults in Japan reflect on their financial literacy and priorities?
What psychological factors contribute to the willingness of young adults to pay for in-game advantages, and how can these be addressed to promote healthier gaming habits?
actions
flag content