The Japan Idea

Consumer / Japan's Capsule-Toy Machines Are Now a ¥196 Billion Business

Gacha machines used to sit outside supermarkets for kids. Now entire stores are walls of them, and the industry nearly tripled in three years.

· Free story · members' edition coming soon

Japan has had gacha since 1965 (the idea is actually American: the first machines were imported from the US, where gumball machines also dispensed small toys). They are the coin-op machines where you turn a crank and a plastic capsule drops out with a small toy inside, usually one of five or six in a series, and you don't get to choose which. For decades they lived in rows outside supermarkets, aimed at kids holding their parents' spare change.

A capsule-toy machine with its handle and an opened capsule
What gacha is: turn the handle, a capsule drops out, and you don't choose which toy you get. Generated image (illustrative)

It is no longer a kids' business. According to the Japan Capsule Toy Association, the capsule-toy market (measured at manufacturer shipments) reached about ¥196 billion (about $1.2 billion) in fiscal 2025, up 39% in a single year from about ¥141 billion (about $899 million). In FY2022 it was about ¥72 billion (about $459 million). That's close to a tripling in three years, for a product where a turn typically costs a few hundred yen.

Much of the growth has come with a new retail format: the capsule-toy store, a shop that is nothing but walls of machines stacked two and three high. Bandai Namco alone ran 303 official Gashapon shops in Japan as of October 2026.

A capsule-toy store aisle lined with stacked vending machines
The new format: a store that is nothing but walls of machines, stacked two and three high. Generated image (illustrative)

Teikoku Databank, the credit-research firm, looked at the whole toy-store sector and found the shift in plain view. Total toy-store sales reached ¥762 billion (about $4.9 billion) in FY2025, the highest in its data going back to FY2015 (the figures include estimates). But indexed to 2020, capsule-toy specialists had grown to 385 — nearly four times their size — while traditional toy stores stood at 151. Capsule and trading-card shops together delivered more than 70% of the sector's ¥60.2 billion (about $384 million) growth, and their share of the market went from 9.9% in 2015 to 27.5%.

The buyers are the surprise. In a 2025 survey of Japanese adults aged 20 to 69, 52.7% said they'd bought capsule toys, and interest was highest among people in their twenties and thirties. Industry coverage calls adult toy buyers kidults. Demand from overseas visitors adds to sales.

How did a kids' impulse buy become a ¥196 billion category with its own store chains? Part of the answer is a hole the pandemic left in Japanese retail.

The storefront arbitrage

When COVID emptied shopping malls and station-front retail, landlords were left with vacant units. Securities research on the sector, from Monex and Mitsubishi UFJ eSmart Securities, describes capsule-toy specialists spreading into exactly those vacated spaces.

In our reading, the appeal is easy to see. The machines do the selling, so there is no checkout line or fitting room, and the product line refreshes itself as manufacturers release new series. Machines still have to be restocked, maintained and cleaned, and we have not found published figures on how much labor a store actually needs, so treat the cost advantage as a hypothesis, not a measured fact.

Who actually makes money

The industry has three layers, and one of them is unusually concentrated.

Being in two layers is what makes Happinet worth watching: it earns from moving capsules to other people's machines and from running its own stores.

Why adults, why now

The products have changed too. In our reading, capsules now look less like children's toys and more like collectibles, and at a few hundred yen a turn they are an easy small luxury.

The catch

Store growth like this tends to overshoot. With chains opening stores this fast, cannibalization and saturation are the obvious risks, and, in our reading, character products live and die by whether a series becomes a hit. It's also worth remembering what the headline number measures: ¥196 billion is the manufacturers' shipment value, not retail sales and not anyone's profit.

Japan is now exporting the format. Bandai Namco, which says its Gashapon brand has about 57% of a capsule-toy market it puts at over ¥170 billion (about $1.1 billion), runs 184 official Gashapon shops outside Japan and wants 500. Where are they, where aren't they yet, and how did America make coin-operated toys work without coins? That's the members' edition.

Could This Work in the U.S.?

In 2023 a Japanese maker's executive called coins and security a problem in America. The American examples we found sit inside stores, and some run on tokens or cards. Would your local mall, grocery or bookstore be the next place to find a wall of them?

What's in the members' edition

The story above is complete on its own. When memberships open, members will also get, by email: gacha around the world

  • The scoreboard
  • France: a toy chain and a €5 capsule
  • Indonesia: in the malls, in a QR-payment country
  • Saudi Arabia: no official shop yet
  • Brazil: an official shop is coming
  • The U.S.: where vending supposedly wouldn't work
  • Notes: the rules, country by country

Sold separately, a premium brief: hosting capsule-toy machines in a US store

  • Three routes at a glance
  • Who to contact
  • What is public, and what you must ask
  • Worksheet: your own numbers
  • If you import yourself (route C)
  • An inquiry email you can send
  • Compare the replies
  • Questions to ask before you sign

Dollar figures are approximate: yen converted at ¥156.87 = $1 (Federal Reserve H.10 (noon buying rate in New York, via FRED DEXJPUS), 2026-10-23). This is the rate on that date, not the rate at the time of each figure.

Sources

G1. Capsule toy market grows 39% to about ¥196 billion (Japan Capsule Toy Association figures) — Real Sound Tech, 2026-05 G2. Gacha and capsule-toy related stocks — SBI Securities (investment research), 2026-07-22 G3. Capsule toy market nearly doubled from FY2022 — Gendai Business, 2025 G4. Toy-store industry survey (FY2025): record ¥762 billion, 70% of growth from gacha and trading-card shops — Teikoku Databank (press release via PR TIMES / Inside Games), 2026-10-01 G5. Toy-store market: gacha and trading-card specialists drive growth — Forbes Japan, 2026-10 G6. Happinet expands its 'gashacoco' capsule-toy shops — gamebiz, 2026-05-20 G7. Capsule-toy related stocks: Happinet, Aeon Fantasy, Takara Tomy — Monex Securities, 2024-05-16 G8. Deep-dive theme stocks: capsule toys — Mitsubishi UFJ eSmart Securities (kabu.com), 2026-09 G9. Survey on capsule toys (2025) — Cross Marketing Inc., 2025-08-06 G11. Happinet results briefing, first half of FY3/2026 (summary) — EDINET DB (summary of Happinet IR material), 2025-11-19 U1. How to start a gacha (capsule toy) business: costs, fees and profit — Money Forward (business guide), 2025-12-11 U2. Interview: Takara Tomy Arts on the growing capsule-toy market — gamebiz, 2023 U3. CAMSHOP.JP starts online sales of a capsule-toy machine starter set (press release) — Face Inc. via PR TIMES / Inside Games, 2026-09-21 U5. Bandai Namco Amusement America shops and events news (Gashapon stand at BOOKOFF Phoenix; Cross Store Brooklyn) — Bandai Namco Amusement America, 2025-01 U7. Discover the magic of Gashapon at Uwajimaya — Uwajimaya (retailer blog) U9. Player One Amusement Group North America joins GENDA (press release) — GENDA Inc., 2025-04-09 U10. Toys, games and sports equipment: US tariff rates (HTS chapter 95) — ustariffrates.com U11. US legal updates for Japanese companies from the first half of 2026 — Hughes Hubbard & Reed, 2026 U12. Tariff news 2026: Section 122 expires, Section 301 replaces it — TariffsTool, 2026 U14. Children's Product Certificate (CPC) — US Consumer Product Safety Commission U15. 16 CFR 1500.19: Misbranded toys and other children's articles (small parts labeling) — Legal Information Institute U16. 19 CFR 133.23: Restrictions on importations of gray market articles — Legal Information Institute U17. How to negotiate revenue share agreements for your claw machines — CandyMachines.com (vending equipment seller U18. Gashapon Spin — Bandai Namco (bandai.com) U19. Oakland Mall's Gashapon shop: 530-plus machines — RePlay Magazine, 2025-02-01 U20. YuMe Toys launches zero-risk retail solution to drive foot traffic, increase profits and reduce theft (press release) — YuMe Toys via PR Newswire, 2026-02-05 U21. Anime & arcades: Kiddleton's FIGUNO captures the collector market — BriefGlance, 2026-03-27 U22. Gashapon USA: contact (for business) — Bandai Namco Toys & Collectibles America W1. Gashapon Bandai Official Shop: world store list — Bandai Namco Amusement W2. Bandai Namco's Gashapon stores: 184 overseas in 18 countries and regions, 1,000-store goal — Mynavi News, 2026-10-08 F1. Bandai opens its first Paris shop in partnership with King Jouet (AFP) — La Gazette France, 2026-04-03 F2. Gashapon: we tested the first official shop in Paris — Journal du Geek, 2026-04-09 F3. New European Toy Safety Regulation (EU) 2025/2509 comes into force: key points at a glance — Noerr (law firm) ID1. These children's toys require mandatory SNI — Prolegal.id, 2018-10-02 ID2. QRIS grew fast in 2025, used by more than 59 million people (Bank Indonesia data) — GoodStats, 2026-02-05 SA1. Exporting to Saudi Arabia: additional products to be registered in SABER — Intertek SA2. E-payments make 85% of total individual transactions in 2025: SAMA — Arab News, 2026-04-13 BR1. Importing toys from China: what you need to know (INMETRO) — Guelcos (import consultancy) U8. Takara Tomy Arts 'Gacha' exhibits at Anime Expo 2026 (press release) — Takara Tomy Arts via PR TIMES, 2026-06-23 U23. National Entertainment Network acquires Bandai Namco US business — Vending Times U24. Kiddleton Japanese claw machine opened 9th store in 99 Ranch Market (press release) — Kiddleton Inc. via 24-7 Press Release, 2023-04-18 U25. T-ARTS capsule toy brand Gacha unveils exhibit at Anime Expo 2026 (press release) — T-ARTS via Cision, 2026-06-22 G20. Gacha Day: 60 years since gacha machines arrived in Japan (news release) — Takara Tomy Arts, 2025-02-17 G21. The history of gacha (Japan Gacha Gacha Association chairman) — nippon.com