Japan IT Spending Forecast Update by Vertical Segment, Company Employee Size, and Company Revenue, 2021--2025

Japan IT Spending Forecast Update by Vertical Segment, Company Employee Size, and Company Revenue, 2021--2025

  • February 2022 •
  • 50 pages •
  • Report ID: 6229697 •
  • Format: PDF
This IDC study presents the actual IT spending in 2019 and 2020, and the IT spending forecast from 2021 to 2025 by industry segment, company size, and annual turnover in the Japan IT market. This study also analyzes IT spending by dividing the industries into 21 categories, company size and product segments into five categories, and annual turnover into four categories; and discusses IT spending trends observed in each industry segment.Ushering a new way of life, the COVID-19 pandemic increases opportunities for activities in contactless virtual spaces, such as telecommuting, telework, teleclasses, telemedicine, selling goods, and placing pre-orders via the internet, and there has been a significant shift in emphasis from real-world activities to virtual activities, such as in office work, classes at school, hospital care, and purchases at physical stores. The virtual shift that has been underway over the past two years has reminded us that consumption and experiences using digital technologies, such as non--face-to-face sales, business transformation, and ecommerce (EC) purchasing behaviors, bring benefits such as convenience of access to "things" and "events" and greater freedom of choice in time and place for action. In 2022, when the spread of COVID-19 infection is expected to come to a halt because of the widespread use of the vaccine, opportunities for consumption and experience in real spaces, such as purchasing behavior in physical stores, office work, and large-scale events, are expected to gradually recover. However, in order to take advantage of the benefits brought about by the virtual shift, there will be a move to hybrid behavior that integrates the real and virtual worlds, utilizing digital technologies such as extended reality (XR), including various training and drills using smart glasses and headsets, and purchasing experiences in stores within virtual spaces that faithfully reproduce real stores. The way of IT brought about by COVID-19 should aim for a hybrid world in which both worlds can mutually collaborate and enjoy the benefits rather than simply used to substitute behavior in the real world with the virtual world composed of digital technology."It is vital for IT suppliers to link their own growth together with the growth in society as a whole by leveraging various digital technologies in their businesses, validating hybrid behavior and proposing this know-how to their customers as a service," says Chikara Abe, IT spending senior market analyst, IDC Japan.