Event Report for FY2025
The Tokyo Metropolitan Government and the Executive Committee of the XR, Metaverse and Related Industries Exhibition held “TOKYO DIGICONX (The 3rd TOKYO XR, Metaverse & Content Business World)” over a three-day period from Thursday, January 8 to Saturday, January 10, 2026, at Tokyo Big Sight, South Halls 3 and 4.
The event was organized with the aim of further stimulating industries in Tokyo related to XR and metaverse technologies, AI, Web3, and content, by bringing together businesses engaged in these fields.
Marking its third edition, the exhibition featured a business-oriented trade fair with approximately 200 exhibitors from a wide range of sectors, along with business seminars, pitch events, and hands-on experience programs.
Over the three days, the event welcomed a total of approximately 8,000 visitors.
Overview
| Date | January 8 (Thu) – January 10 (Sat), 2026 |
|---|---|
| Venue | Tokyo Big Sight, South Halls 3 & 4 |
| Program |
■ Related Industries Exhibition ■ Pitch Event ■ Seminars ■ Experience Programs |
Report 01
Opening Performance
At the opening on the first day of the event, Tokyo Governor Yuriko Koike delivered a video message, noting that this third edition once again brought together companies offering products and services that leverage cutting-edge digital technologies, as well as content creators who vividly enhance digital spaces. She also emphasized that, in addition to business meetings and networking opportunities, the event provided a wide range of business opportunities, including seminars offering the latest insights and content that allows participants to experience digital spaces firsthand, and expressed her expectation that products and services worthy of global recognition would be created through the integration of participants’ respective strengths.
In addition, Mr. Kunimi Mabuchi, an executive committee member and Co-Representative Director of Metaverse Japan, took the stage and spoke about how the XR and metaverse fields are continuing to evolve rapidly through integration with AI technologies such as generative AI, bringing significant transformation to lifestyles and business environments. He further stressed the importance of connecting the technologies and ideas held by the participants and applying them to the development of new products and services in order to enhance the global presence of companies in Tokyo and across Japan.
Furthermore, an opening performance was presented by the official ambassador, Aimi Sekiguchi. An XR art performance, created in collaboration with Madoka Kawano (imgee Inc.), was showcased on stage and greatly energized the venue.
Report 02
Business Seminars and Stage Events
During the exhibition period, a wide range of business seminars were held, offering opportunities to learn about XR, the metaverse, AI, and related fields.
The seminar program covered diverse themes, from discussions on the cutting edge of AI filmmaking to sessions exploring the relationship between AI and music, featuring prominent figures from across the creative industries.
Speakers included Director Ryo Nakajima, who is currently producing Taste of Water, an AI-driven project that expresses the flavor of Japanese sake; Director Hiroki Yamaguchi, whose AI film Grandma Revit was released in theaters in August; and Mr. Naomichi Iizuka and Mr. Norihiro Kurosawa, who were involved in the production of Japan’s first full-scale AI anime series, Twins HinaHima.
In addition, a variety of artists took the stage, including Haruo Chikada × Naruyoshi Kikuchi and Zeebra × ☆Taku Takahashi (m-flo, block.fm), with sessions in which leading figures from the music industry discussed the intersection of AI and music.
Furthermore, on Public Day, an interactive gameplay commentary performance was presented by the official ambassador Pocky. The performance generated great excitement by engaging younger audiences and fan communities.
Report 03
Vibrant Exhibition and Business Networking
The exhibition featured approximately 200 exhibitors from a wide range of fields, including XR and the metaverse, AI, Web3, and content-related industries.
A concierge booth was set up at the venue to facilitate matching between visitors and exhibitors. By introducing relevant booths based on visitors’ needs, the concierge service supported exhibitors in expanding their business opportunities and helped generate multiple opportunities for business discussions.
In addition, after the close of the exhibition on the second day, a networking event was held for exhibitors. The event provided a platform for information exchange and promoted interaction and collaboration among exhibitors.
Report 04
Interactive Experience Programs
At the venue, six interactive experience zones were set up with the concept of expanding engagement with XR, the metaverse, and content-related technologies, allowing visitors to participate directly.
The experience programs attracted a large number of participants, ranging from introductory metaverse workshops suitable for beginners to a hands-on experience area featuring the latest VR headsets, including the Meta Quest 3/3S.
In addition, on Public Day, areas such as the latest ASUS gaming PC experience corner, which could be enjoyed by children and students, were particularly lively and well received by visitors.
Report 05
Pitch Event
A pitch event titled “DIGICONX THE PITCH” was also held, in which exhibiting companies delivered presentations on their innovative and high-potential products, technologies, and services under the theme of “New Services and Creations Enabled by Digital Content.” The event was designed to support participants in promoting their offerings and expanding business opportunities, including the development of new markets and partnerships.


















