Tokyo Game Show opens with more exhibitors from overseas new entrants

Tokyo Game Show opens with more exhibitors from overseas new entrants

Last updated on September 25th, 2026 at 09:37 am

Tokyo Game Show Opens With Record Overseas Presence and New Industry Entrants

The Tokyo Game Show opened in Chiba on September 17 for its 30th anniversary, with the event reaching its largest scale since it was launched in 1996 and attracting a record number of exhibitors from overseas.

The five-day event at Makuhari Messe runs from September 17 through September 21, making this year's show the longest in its history. Organizers are expecting about 300,000 visitors during the event, which brings together major Japanese publishers, international developers, hardware companies, independent studios and businesses from other parts of the entertainment industry.

A total of 1,138 companies and organizations are exhibiting at this year's show, according to the Computer Entertainment Supplier's Association, which organizes the event. Of that number, 540 are from Japan and 598 are from overseas, meaning international exhibitors have outnumbered domestic exhibitors for the first time.

Overseas Exhibitors Outnumber Japanese Companies

The international presence is one of the most notable features of the 2026 Tokyo Game Show. Exhibitors are coming from 53 countries and regions, another record for the event, and they occupy a combined 3,999 exhibition booths.

The number of exhibitors is slightly higher than last year's 1,136, although the number of booths is lower than the 4,157 recorded in 2025. The difference reflects changes in the size and composition of participating companies and exhibition areas.

The increase in international participation nevertheless represents a significant change for a show that has traditionally been closely associated with Japan's own gaming industry. Overseas developers and publishers are increasingly using Tokyo as a place to introduce products, meet business partners and reach Japanese players.

The international expansion also gives Japanese visitors an opportunity to see games and companies from markets that may otherwise receive less attention in Japan's domestic gaming environment.

New Companies From Outside the Traditional Games Industry

The growing international presence is not the only change at this year's event. Companies that have not traditionally been identified primarily with video games are also entering the show.

Sanrio and Toei are among the newcomers highlighted in reports on the event. Their participation illustrates how gaming is increasingly connected with wider entertainment businesses, including character licensing, film, television and other forms of popular culture.

Sanrio is internationally known for characters including Hello Kitty, while Toei has extensive interests in film, television and animation. Their presence at Tokyo Game Show reflects the increasingly broad commercial opportunities surrounding games and game-related entertainment.

Games can now function as part of larger entertainment franchises, while established characters and entertainment properties can be adapted into games. This creates opportunities for companies that might previously have had little reason to exhibit at a dedicated gaming event.

Major Japanese Publishers Remain Central to the Show

Although overseas exhibitors have become the majority, the Tokyo Game Show remains an important showcase for Japan's major game companies.

Capcom is presenting the latest developments in its Monster Hunter series, while Square Enix is showcasing its Final Fantasy franchise. Other major Japanese and international publishers are also using the event to demonstrate upcoming games and technologies.

The show provides companies with a chance to demonstrate games directly to players as well as meet industry professionals. For developers and publishers targeting the Japanese market, an appearance at Makuhari Messe can also provide opportunities to attract media attention and establish relationships with potential business partners.

The presence of both established publishers and smaller developers makes the exhibition considerably broader than a showcase limited to the industry's largest companies.

Indie Games Have a Major Presence

Independent developers continue to represent a substantial part of the Tokyo Game Show. The official exhibition figures show 292 exhibitors in the Indie Game Area, compared with 294 in 2025.

There are also 78 exhibitors in the Selected Indie 80 area, which provides another platform for independent creators. The scale of these sections demonstrates the importance of smaller studios to the overall event.

Independent developers often use major exhibitions to introduce games directly to players and industry representatives without the marketing resources available to large publishers. Tokyo Game Show provides them with a physical venue where their projects can be demonstrated alongside much larger productions.

The presence of hundreds of independent exhibitors also means that visitors can encounter games covering a wide range of genres and ideas rather than being limited to the biggest commercial releases.

AI and New Gaming Technology

Artificial intelligence is also part of this year's exhibition. The event includes an AI Technology Pavilion with 14 exhibitors, while other areas of the show cover hardware, augmented and virtual reality and business solutions.

The AI presence reflects the growing interest in how artificial intelligence can be used throughout the games industry. Developers and businesses are examining applications that range from production tools to services and other technologies connected with gaming.

The show also includes eight exhibitors in its AR/VR area and 53 in the gaming hardware section. Together, these areas demonstrate how the exhibition has expanded beyond conventional software demonstrations.

Esports is another growing part of the event. Ten exhibitors are participating in the esports area, compared with six in 2025.

Five Days Instead of the Usual Four

Tokyo Game Show has been extended to five days for its 30th anniversary. The first two days, September 17 and 18, are business days for industry professionals and media, while the exhibition opens to the general public from September 19 through September 21.

The longer schedule is intended to accommodate the event's growing scale and attendance. Organizers expect approximately 300,000 people to visit during the five-day period.

The general public days are scheduled to run from 9:30 a.m. to 5 p.m. on September 19 and 20, with the final day ending at 4 p.m. The business days run from 10 a.m. to 5 p.m.

The decision to extend the show also gives exhibitors more time to present their products and gives visitors another day in which to explore the exhibition halls.

Makuhari Messe Hosts the Expanded Event

The main exhibition is being held across Exhibition Halls 1 through 11 at Makuhari Messe, with additional activity taking place at the International Conference Hall and TKP Tokyo Bay Makuhari Hall.

The size of the venue reflects the scale of the event. With almost 4,000 exhibition booths and more than 1,100 participating companies and organizations, the show requires extensive exhibition space and crowd-management arrangements.

Organizers have introduced measures to prevent excessive crowding in individual areas. Sensors are being used to monitor the number of people in different sections of the venue in real time, with entry restrictions possible if an area reaches its predetermined capacity.

Visitors may instead be directed toward other parts of the exhibition while restrictions are in place. People holding reservations for certain game demonstrations or stage events can still be admitted to the relevant area after their reservation details are checked.

Tokyo Game Show Has Become a Global Meeting Point

The changing composition of the event reflects the wider international growth of the games industry. Japan remains one of the world's most important gaming markets, but game development and publishing are increasingly spread across many countries.

Companies from overseas can use Tokyo Game Show to introduce their games to Japanese consumers, while Japanese companies can use the event to meet developers, publishers and other businesses from international markets.

The growth of the international exhibitor base also comes as Japan's wider content industry has expanded its overseas business. Games account for a substantial part of Japan's content exports, giving the government and industry additional reasons to focus on international markets.

The Tokyo Game Show therefore functions not only as a consumer exhibition but also as a business event where companies can seek partnerships, licensing opportunities and international distribution arrangements.

Business Meetings Become a Larger Part of the Event

The business side of Tokyo Game Show is also expanding. The official exhibitor figures show 251 participants in the Business Meeting Area, up significantly from 177 the previous year.

The increase highlights the importance of commercial activity alongside the public-facing game demonstrations. Developers and publishers can use the event to meet potential partners, discuss distribution and licensing, and explore opportunities in overseas markets.

There are also 134 exhibitors in the Business Solutions area, covering companies that provide services and technology for the games industry rather than simply selling games to consumers.

This business infrastructure helps explain why international companies are increasingly interested in attending. The show provides access not only to Japanese players and media but also to companies operating within one of the world's largest gaming markets.

Gaming Lifestyle and Family Areas Expand the Audience

Tokyo Game Show also includes areas designed to broaden the event beyond conventional game demonstrations. Nine exhibitors are participating in the Gaming Lifestyle area, while the Family Game Park has 16 exhibitors.

The Family Game Park provides a dedicated area for families and younger visitors. Its presence reflects the wide range of people who now engage with games across different platforms and age groups.

The event also includes 42 exhibitors in its merchandise area, giving companies opportunities to sell products connected with games and popular characters.

These different sections contribute to a show that covers software, hardware, entertainment, merchandise, esports, independent development, business services and emerging technologies.

Safety and Age Restrictions at the Show

Some game demonstrations at Tokyo Game Show are subject to age restrictions. Games classified as Z under Japan's rating system, or titles containing equivalent content, can only be played by visitors aged 18 or older.

Visitors wishing to play age-restricted titles must provide documentation such as a driving licence, passport or student identification to confirm their age.

Organizers are also carrying out baggage inspections and controlling access to different areas of the exhibition. These measures are intended to manage the large crowds expected throughout the public days.

The organizers have warned that opening times for the public days could be brought forward by up to 30 minutes depending on conditions at the venue.

A Milestone Year for Tokyo Game Show

The 2026 Tokyo Game Show represents three decades since the event was first held in 1996. Since then, the exhibition has developed into one of the major gaming events in the international calendar.

Its 30th anniversary edition is notable not simply because of the milestone but because of the changing balance of exhibitors. For the first time, overseas companies outnumber Japanese exhibitors, with 598 international participants compared with 540 from Japan.

The event is also longer than ever, with five days of exhibitions, and organizers expect about 300,000 visitors. Its almost 4,000 booths cover everything from major console releases to independent games, artificial intelligence, virtual reality, esports and business services.

The presence of companies such as Sanrio and Toei further demonstrates how the boundaries between gaming and other forms of entertainment are becoming less distinct.

As Tokyo Game Show enters its fourth decade, the 2026 exhibition provides a snapshot of an industry that is increasingly international and connected to a much wider range of businesses. The record number of overseas exhibitors, new entrants and expanded business areas have made the anniversary event the largest in the show's history.

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