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市場調查報告書
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1554448

2024-2032 年按設備類型、平台、收入類型、類型、年齡層和地區分類的日本遊戲市場報告

Japan Gaming Market Report by Device Type, Platform, Revenue Type, Type, Age Group, and Region 2024-2032

出版日期: | 出版商: IMARC | 英文 120 Pages | 商品交期: 5-7個工作天內

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簡介目錄

2023 年日本遊戲市場規模達到 239IMARC Group美元。社交遊戲(多人遊戲與社交媒體平台整合)的日益普及,以及電子競技需求的不斷成長,是市場的主要推動力。

日本遊戲市場分析:

  • 主要市場驅動力:在日本,行動遊戲因其易於獲取且價格實惠而日益普及,正在推動市場發展。除此之外,遊戲作為主流娛樂形式的廣泛需求也是另一個重要的成長因素。
  • 主要市場趨勢:最先進的博彩設施的引入,以及公共和私人實體日益增加的支持,正在對全國市場產生積極影響。此外,區塊鏈技術和加密貨幣的日益整合可以透過允許安全且透明的交易來徹底改變遊戲產業,這將在預測期內繼續刺激日本市場。
  • 挑戰與機會:主要參與者之間的激烈競爭以及消費者偏好的變化是阻礙全國市場的主要挑戰之一。然而,日本公司正致力於使其遊戲產品組合多樣化,以迎合更廣泛的受眾,這反過來又提振了市場。為此,他們正在投資擴增實境(AR)和虛擬實境(VR)技術,從而刺激市場。

日本遊戲市場趨勢:

遊戲周邊需求

專業遊戲玩家數量的增加推動了對機械鍵盤、耳機、滑鼠、操縱桿等遊戲周邊設備的需求。根據IMARC Group發布的報告,2023年日本遊戲周邊市場規模達2.419億美元。 。此外,支援臉部辨識、高品質圖形、基於手勢的遊戲等創新功能的個人電腦的開發也是另一個重要的成長因素。例如,2024年2月,Nick Falzone推出了一款木製遊戲PC,配備基於日本Kumiko木工技術的硬質水冷系統。除此之外,千禧世代對高品質圖形、臉部辨識和基於手勢的遊戲的日益青睞,進一步對日本遊戲市場前景產生積極影響。例如,2022 年 6 月,總部位於日本東京的跨國集團索尼推出了 PC 遊戲設備,為使用者提供互動式遊戲環境。此外,知名企業為擴大產品組合而進行的廣泛合作將在未來幾年繼續推動全國市場的發展。例如,2024 年 4 月,Animoca Brands Japan 宣布與 SQUARE ENIX CO., LTD. 簽署合作備忘錄 (MoU),以加強 SQUARE ENIX 旗下遊戲 SYMBIOGENESIS 的行銷以及與 SQUARE ENIX 相關的 10,000 個 NFT 角色集合。 。

VR 和 AR 應用不斷興起

遊戲與擴增實境和虛擬實境等新興技術的日益融合正在擴大市場。根據日本經濟產業省 (METI) 管理的非營利組織 JETRO 的資料,日本 AR/VR 相關市場支出從 2018 年的 12.9 億美元增加到2019 年為17.8 億美元,2023 年為34.2 億美元。現實遊戲是透過使用各種VR 遊戲周邊設備來玩的,例如耳機、手控器、智慧眼鏡、配備感測器的手套等,這日本遊戲市場需求不斷升級。根據富士經濟(東京/中央)調查顯示,2018年智慧眼鏡等工業AR/MR顯示設備的國內市場規模為21億日元,預計到2025年將成長至25億日元。在積極的行銷活動中增加投資,以擴大其現有的消費者基礎並在該國推廣其產品,從而刺激了市場。例如,2024 年 5 月,日本 VR 開發工作室之一 Thirdverse, Co., Ltd 宣布推出新的發行支援服務,專為旨在進入日本市場的國際 VR 遊戲發行商量身打造。此外,基於位置的娛樂(LBE)的日益普及預計將在未來幾年推動市場發展。例如,2024 年 5 月,虛擬世界和自由漫遊 4D VR 競技場的設計者之一 DIVR Labs 在日本橫濱的熱門購物中心 Yokohama World Porters 開發了一個 VR 競技場。此外,DIVR沉浸式競技場也提供驚心動魄的原創遊戲,並結合4D效果,為遊客帶來難忘的體驗。

動漫遊戲的開發

由於全國千禧世代人口的不斷增加,漫畫遊戲的日益普及正在推高日本遊戲市場的近期價格。根據 Statista 研究部門 2024 年 1 月發布的資料,約 5% 的受訪者(主要是千禧世代)將日本漫畫和動畫系列命名為《押之子》。此外,社群媒體平台的使用不斷增加,擴大了講故事的可能性,從而展示了動漫和遊戲在日本娛樂領域的無縫融合。例如,根據2022 年1 月在日本進行的一項調查,77.6% 的Z 世代年輕人使用通訊應用程式LINE。正在推動這一趨勢。例如,2024 年 4 月,KLab Inc. 在日本開發了一款基於 Haruichi Furudate 的漫畫《排球》的智慧型手機遊戲。此外,遊戲中還包含原始動畫系列中的著名場景和台詞,這將推動未來幾年的市場。

日本遊戲市場區隔:

IMARC Group提供了各細分市場的主要趨勢分析,以及 2024-2032 年國家和地區層面的日本遊戲市場預測。我們的報告根據設備類型、平台、收入類型、類型和年齡層對市場進行了分類。

依設備類型細分:

  • 遊戲機
  • 手機和平板電腦
  • 電腦

該報告根據設備類型對市場進行了詳細的細分和分析。這包括遊戲機、手機和平板電腦以及電腦。

日本遊戲產業的偏好從基於單位銷售的商業模式轉向基於參與的模式,這正在推動遊戲機的銷售不斷升級。 2023 年 8 月,Geo Holdings 在日本各地開發了復古遊戲電腦控制台。例如,2024 年 2 月,任天堂宣布該公司僅在日本就售出了超過 700 萬台 Nintendo Switch OLED 設備。此外,行動裝置的便利性和可近性使其成為廣大人群的首選遊戲平台,這是另一個重要的成長誘導因素。國內常見的一些可以在智慧型手機上玩的遊戲包括《薩爾達傳說》、《最終幻想》、《勇者鬥惡龍》、《索尼克》、《瑪利歐》、《潛龍諜影》、《太空侵略者》等。

按平台分類:

  • 線上
  • 離線

該報告提供了基於該平台的詳細市場細分和分析。這包括線上和線下。

對多人線上遊戲 (MMO) 的需求不斷成長正在推動市場跨越細分市場。例如,BitSummit 成立的目的是為日本的獨立遊戲製作者提供向世界展示他們的遊戲的機會。此外,它還獲得了任天堂、索尼、微軟和 Valve 等領先產業公司的支持。相比之下,日本的線下遊戲仍然強勁,尤其是在遊戲機和街機領域。 Nintendo Switch 上的《薩爾達傳說:王國之淚》等遊戲提供了身臨其境的離線體驗,在全國範圍內非常受歡迎。這反過來又增加了日本遊戲市場佔有率。

按收入類型細分:

  • 遊戲內購買
  • 遊戲購買
  • 廣告

該報告根據收入類型對市場進行了詳細的細分和分析。這包括遊戲內購買、遊戲購買和廣告。

遊戲內購買,尤其是手機遊戲內的購買,在《原神》和《烏瑪娘 Pretty Derby》等熱門遊戲的推動下,佔了收入的很大一部分。這些遊戲利用扭蛋機制和季節性活動來激勵玩家花錢購買虛擬物品和角色。遊戲購買,包括主機遊戲和電腦遊戲的實體和數位銷售,也發揮關鍵作用。此外,廣告提供了穩定的收入來源。開發者將廣告無縫整合到遊戲玩法中,為觀看廣告或在遊戲關卡之間展示廣告提供獎勵,從而無需直接購買即可從龐大的玩家群中獲利。這種多樣化的收入結構迎合了不同玩家的喜好和消費習慣,推動了日本遊戲市場的成長。

按類型分類:

  • 冒險/角色扮演遊戲
  • 謎題
  • 社交遊戲
  • 策略
  • 模擬
  • 其他

該報告根據類型提供了詳細的市場細分和分析。這包括冒險/角色扮演遊戲、拼圖、社交遊戲、策略、模擬等。

冒險和角色扮演遊戲是一個重要的細分市場,因為它們為用戶提供了深刻的敘事和互動體驗。此外,《智龍迷城》和《Line: Disney Tsum Tsum》等益智遊戲因其引人入勝且令人上癮的遊戲玩法而在該國非常受歡迎。另一方面,策略遊戲提供複雜的戰術挑戰,從而吸引喜歡策略規劃和競技遊戲的玩家。此外,其他類型,包括動作、恐怖、運動等,也正在提升日本遊戲市場的收入。

按年齡層別分類:

  • 成人
  • 孩子們

該報告根據年齡層對市場進行了詳細的細分和分析。這包括成人和兒童。

成年人越來越傾向於深入的敘事和複雜的遊戲機制,這推動了該細分市場的成長。例如,2023 年 9 月,任天堂日本推出了一款用於遊戲機訂閱服務的應用程式 Nintendo Switch Online,該應用程式僅適用於 18 歲以上的用戶。除此之外,根據日本遊戲市場概況,教育遊戲和應用程式在全國範圍內廣受歡迎,因為它們是專門為培養兒童認知技能並為兒童提供娛樂而設計的。

按地區分類:

  • 關東地區
  • 近畿地區
  • 中部/中部地區
  • 九州·沖繩地區
  • 東北部地區
  • 中國地區
  • 北海道地區
  • 四國地區

該報告還對所有主要區域市場進行了全面分析,包括關東地區、近畿地區、中部/中部地區、九州沖繩地區、東北地區、中國地區、北海道地區和四國地區。

大阪近畿地區的台東遊戲廣場等遊戲廳的廣泛存在正在擴大市場。此外,在中國地區,人們對社交和模擬遊戲有明顯的偏好,這反映了該地區的人口趨勢。根據日本遊戲市場統計數據,以製造中心而聞名的中部/中部地區擁有多元化的遊戲文化,對傳統遊戲機和新興行動平台的興趣均衡。這些區域見解凸顯了市場的多樣性和活力,旨在滿足每個地區的獨特偏好和生活方式。

日本遊戲市集最新動態:

  • 2024 年 5 月:總部位於日本京都的跨國電玩公司任天堂宣布推出紅極一時的 Switch 遊戲機。
  • 2024 年 5 月:專注於遊戲的區塊鏈網路 Oasys 與金融集團 SBI 集團子公司營運的 NFT 平台 SBINFT 合作,擴大日本的加密遊戲領域。
  • 2024 年 2 月:Akili 推出遊戲療法 EndeavorRx,該藥物已獲得美國 FDA 批准,用於日本治療 ADHD 兒科患者。

本報告回答的關鍵問題:

  • 迄今為止日本遊戲市場的表現如何以及未來幾年的表現如何?
  • COVID-19 對日本遊戲市場有何影響?
  • 日本遊戲市場以設備類型分類是怎樣的?
  • 日本遊戲市場的平台分類是怎樣的?
  • 日本遊戲市場依收入類型分類是怎樣的?
  • 日本遊戲市場按類型分類是怎樣的?
  • 日本遊戲市場依年齡層別分類是怎樣的?
  • 日本遊戲市場價值鏈的各個階段是什麼?
  • 日本遊戲市場的關鍵促進因素和挑戰是什麼?
  • 日本遊戲市場的結構如何?
  • 日本遊戲市場的競爭程度如何?

本報告回答的關鍵問題:

  • 迄今為止日本遊戲市場的表現如何以及未來幾年的表現如何?
  • COVID-19 對日本遊戲市場有何影響?
  • 日本遊戲市場以設備類型分類是怎樣的?
  • 日本遊戲市場的平台分類是怎樣的?
  • 日本遊戲市場依收入類型分類是怎樣的?
  • 日本遊戲市場按類型分類是怎樣的?
  • 日本遊戲市場依年齡層別分類是怎樣的?
  • 日本遊戲市場價值鏈的各個階段是什麼?
  • 日本遊戲市場的關鍵促進因素和挑戰是什麼?
  • 日本遊戲市場的結構如何?
  • 日本遊戲市場的競爭程度如何?

目錄

第1章:前言

第 2 章:範圍與方法

  • 研究目的
  • 利害關係人
  • 數據來源
    • 主要來源
    • 二手資料
  • 市場預測
    • 自下而上的方法
    • 自上而下的方法
  • 預測方法

第 3 章:執行摘要

第 4 章:日本遊戲市場 - 簡介

  • 概述
  • 市場動態
  • 產業動態
  • 競爭情報

第 5 章:日本遊戲市場格局

  • 歷史與當前市場趨勢(2018-2023)
  • 市場預測(2024-2032)

第 6 章:日本遊戲市場 - 細分:按設備類型

  • 遊戲機
    • 概述
    • 歷史與當前市場趨勢(2018-2023)
    • 市場預測(2024-2032)
  • 手機和平板電腦
    • 概述
    • 歷史與當前市場趨勢(2018-2023)
    • 市場預測(2024-2032)
  • 電腦
    • 概述
    • 歷史與當前市場趨勢(2018-2023)
    • 市場預測(2024-2032)

第 7 章:日本遊戲市場 - 細分:按平台

  • 線上
    • 概述
    • 歷史與當前市場趨勢(2018-2023)
    • 市場預測(2024-2032)
  • 離線
    • 概述
    • 歷史與當前市場趨勢(2018-2023)
    • 市場預測(2024-2032)

第 8 章:日本遊戲市場 - 細分:按收入類型

  • 遊戲內購買
    • 概述
    • 歷史與當前市場趨勢(2018-2023)
    • 市場預測(2024-2032)
  • 遊戲購買
    • 概述
    • 歷史與當前市場趨勢(2018-2023)
    • 市場預測(2024-2032)
  • 廣告
    • 概述
    • 歷史與當前市場趨勢(2018-2023)
    • 市場預測(2024-2032)

第 9 章:日本遊戲市場 - 細分:按類型

  • 冒險/角色扮演遊戲
    • 概述
    • 歷史與當前市場趨勢(2018-2023)
    • 市場預測(2024-2032)
  • 謎題
    • 概述
    • 歷史與當前市場趨勢(2018-2023)
    • 市場預測(2024-2032)
  • 社交遊戲
    • 概述
    • 歷史與當前市場趨勢(2018-2023)
    • 市場預測(2024-2032)
  • 策略
    • 概述
    • 歷史與當前市場趨勢(2018-2023)
    • 市場預測(2024-2032)
  • 模擬
    • 概述
    • 歷史與當前市場趨勢(2018-2023)
    • 市場預測(2024-2032)
  • 其他
    • 歷史與當前市場趨勢(2018-2023)
    • 市場預測(2024-2032)

第 10 章:日本遊戲市場 - 細分:依年齡段

  • 成人
    • 概述
    • 歷史與當前市場趨勢(2018-2023)
    • 市場預測(2024-2032)
  • 孩子們
    • 概述
    • 歷史與當前市場趨勢(2018-2023)
    • 市場預測(2024-2032)

第 11 章:日本遊戲市場 - 細分:按地區

  • 關東地區
    • 概述
    • 歷史與當前市場趨勢(2018-2023)
    • 市場區隔:依設備類型
    • 市場區隔:依平台
    • 市場區隔:按收入類型
    • 市場區隔:按類型
    • 市場區隔:依年齡段
    • 關鍵參與者
    • 市場預測(2024-2032)
  • 近畿地區
    • 概述
    • 歷史與當前市場趨勢(2018-2023)
    • 市場區隔:依設備類型
    • 市場區隔:依平台
    • 市場區隔:按收入類型
    • 市場區隔:按類型
    • 市場區隔:依年齡段
    • 關鍵參與者
    • 市場預測(2024-2032)
  • 中部/中部地區
    • 概述
    • 歷史與當前市場趨勢(2018-2023)
    • 市場區隔:依設備類型
    • 市場區隔:依平台
    • 市場區隔:按收入類型
    • 市場區隔:按類型
    • 市場區隔:依年齡段
    • 關鍵參與者
    • 市場預測(2024-2032)
  • 九州·沖繩地區
    • 概述
    • 歷史與當前市場趨勢(2018-2023)
    • 市場區隔:依設備類型
    • 市場區隔:依平台
    • 市場區隔:按收入類型
    • 市場區隔:按類型
    • 市場區隔:依年齡段
    • 關鍵參與者
    • 市場預測(2024-2032)
  • 東北部地區
    • 概述
    • 歷史與當前市場趨勢(2018-2023)
    • 市場區隔:依設備類型
    • 市場區隔:依平台
    • 市場區隔:按收入類型
    • 市場區隔:按類型
    • 市場區隔:依年齡段
    • 關鍵參與者
    • 市場預測(2024-2032)
  • 中國地區
    • 概述
    • 歷史與當前市場趨勢(2018-2023)
    • 市場區隔:依設備類型
    • 市場區隔:依平台
    • 市場區隔:按收入類型
    • 市場區隔:按類型
    • 市場區隔:依年齡段
    • 關鍵參與者
    • 市場預測(2024-2032)
  • 北海道地區
    • 概述
    • 歷史與當前市場趨勢(2018-2023)
    • 市場區隔:依設備類型
    • 市場區隔:依平台
    • 市場區隔:按收入類型
    • 市場區隔:按類型
    • 市場區隔:依年齡段
    • 關鍵參與者
    • 市場預測(2024-2032)
  • 四國地區
    • 概述
    • 歷史與當前市場趨勢(2018-2023)
    • 市場區隔:依設備類型
    • 市場區隔:依平台
    • 市場區隔:按收入類型
    • 市場區隔:按類型
    • 市場區隔:依年齡段
    • 關鍵參與者
    • 市場預測(2024-2032)

第 12 章:日本遊戲市場 - 競爭格局

  • 概述
  • 市場結構
  • 市場參與者定位
  • 最佳制勝策略
  • 競爭儀表板
  • 公司評估象限

第 13 章:關鍵參與者簡介

  • Company A
    • Business Overview
    • Services Offered
    • Business Strategies
    • SWOT Analysis
    • Major News and Events
  • Company B
    • Business Overview
    • Services Offered
    • Business Strategies
    • SWOT Analysis
    • Major News and Events
  • Company C
    • Business Overview
    • Services Offered
    • Business Strategies
    • SWOT Analysis
    • Major News and Events
  • Company D
    • Business Overview
    • Services Offered
    • Business Strategies
    • SWOT Analysis
    • Major News and Events
  • Company E
    • Business Overview
    • Services Offered
    • Business Strategies
    • SWOT Analysis
    • Major News and Events

此處未提供公司名稱,因為這是目錄範例。最終報告中提供完整的清單。

第 14 章:日本遊戲市場 - 產業分析

  • 促進因素、限制因素和機會
    • 概述
    • 促進要素
    • 限制
    • 機會
  • 波特五力分析
    • 概述
    • 買家的議價能力
    • 供應商的議價能力
    • 競爭程度
    • 新進入者的威脅
    • 替代品的威脅
  • 價值鏈分析

第 15 章:附錄

簡介目錄
Product Code: SR112024A11236

The Japan gaming market size reached US$ 23.9 Billion in 2023. Looking forward, IMARC Group expects the market to reach US$ 57.8 Billion by 2032, exhibiting a growth rate (CAGR) of 10.1% during 2024-2032. The inflating popularity of social gaming, where multiplayer games are integrated with social media platforms, along with the rising demand for e-sports, is primarily driving the market.

Japan Gaming Market Analysis:

  • Major Market Drivers: In Japan, the inflating popularity of mobile gaming, owing to its ease of access and affordability, is propelling the market. Besides this, the widespread demand for gaming as a mainstream form of entertainment is also acting as another significant growth-inducing factor.
  • Key Market Trends: The introduction of state-of-the-art gaming facilities, along with the increasing support from both public and private entities, is positively influencing the market across the country. Moreover, the rising integration of blockchain technology and cryptocurrencies can revolutionize the gaming industry by allowing secure as well as transparent transactions, which will continue to stimulate the market in Japan over the forecasted period.
  • Challenges and Opportunities: Intense competition among key players, along with changing consumer preferences, are among the key challenges hampering the market across the country. However, companies in Japan are focusing on diversifying their game portfolios to cater to a broader audience, which, in turn, is bolstering the market. In line with this, they are investing in augmented reality (AR) and virtual reality (VR) technologies, thereby catalyzing the market.

Japan Gaming Market Trends:

Demand for Gaming Peripherals

The increasing number of professional gamers is propelling the demand for gaming peripherals, such as mechanical keyboards, headsets, mice, joysticks, etc. This, in turn, is augmenting the market across the country. According to the report published by IMARC, the Japan gaming peripherals market size reached US$ 241.9 Million in 2023. Looking forward, IMARC Group projects the market to reach US$ 462.6 Million by 2032, exhibiting a growth rate (CAGR) of 7.2% during 2024-2032. Additionally, the development of PCs that support innovative features, such as facial recognition, high-quality graphics, gesture-based gaming, etc., is also acting as another significant growth-inducing factor. For example, in February 2024, Nick Falzone launched a wooden gaming PC with a hardline water-cooling system based on the Japanese Kumiko woodworking technique. Besides this, the growing inclination among the millennial population towards high-quality graphics, facial recognition, and gesture-based gaming is further positively influencing the Japan gaming market outlook. For instance, in June 2022, Sony, a multinational conglomerate corporation headquartered in Tokyo, Japan, introduced a PC gaming gear that provides an interactive game environment to users. Moreover, extensive collaborations by prominent players to expand the product portfolios will continue to fuel the market across the country in the coming years. For example, in April 2024, Animoca Brands Japan announced that it entered into a memorandum of understanding (MoU) with SQUARE ENIX CO., LTD., to strengthen the marketing of SYMBIOGENESIS, a SQUARE ENIX's game and associated collection of 10,000 NFT characters with game utility.

Rising VR and AR Applications

The growing integration of games with emerging technologies, such as augmented reality and virtual reality, is augmenting the market. As per the data stated by JETRO, a non-profit organization that is managed by the Ministry of Economy, Trade and Industry (METI) in Japan, the AR/VR-related market spending in Japan increased from US$ 1.29 Billion in 2018 to US$1.78 Billion in 2019 and US$ 3.42 Billion in 2023. Moreover, virtual reality games are played by using a wide array of VR gaming peripherals, such as headsets, hand controllers, smart glasses, sensor-equipped gloves, etc., which is escalating the Japan gaming market demand. According to a survey by Fuji Keizai (Tokyo/Chuo), the domestic market size for industrial AR/MR display equipment, such as smart glasses, was ¥ 2.1 Billion in 2018 and is expected to grow to ¥ 2.5 Billion by 2025. Apart from this, the elevating investments by primary companies in aggressive marketing campaigns to expand their existing consumer base and promote their products in the country are catalyzing the market. For instance, in May 2024, Thirdverse, Co., Ltd, one of the VR development studios in Japan, announced the introduction of its new publishing support services, tailored specifically for international VR game publishers aiming to enter the market across the country. Furthermore, the increasing popularity of location-based entertainment (LBE) is expected to drive the market in the coming years. For example, in May 2024, DIVR Labs, one of the designers of virtual worlds and free-roam 4D VR arenas, developed a VR arena at the Yokohama World Porters, a popular shopping mall in Yokohama, Japan. Moreover, the DIVR immersive arena provides thrilling original games that are integrated with 4D effects to offer a memorable experience to visitors.

Development of Anime-Based Games

The inflating popularity of manga-based games, owing to the expanding millennial population across the country, is elevating the Japan gaming market's recent price. According to the data published by the Statista Research Department in January 2024, around 5% of respondents, mainly the millennials, named the manga and anime series Oshi no Ko in Japan. Furthermore, the rising usage of social media platforms is expanding the storytelling possibilities, thereby showcasing the seamless integration of anime and gaming in Japan's entertainment landscape. For instance, as per a survey conducted in Japan in January 2022, the messaging app LINE was used by 77.6 % of young individuals belonging to Gen Z. Apart from this, the launch of anime-based games with stunning visuals and engaging gameplay is catalyzing the market. For example, in April 2024, KLab Inc. developed a smartphone game in Japan based on Haruichi Furudate's manga, Haikyu. Furthermore, famous scenes and quotes from the original animation series are included in the game, which will fuel the market in the coming years.

Japan Gaming Market Segmentation:

IMARC Group provides an analysis of the key trends in each segment of the market, along with the Japan gaming market forecast at the country and regional levels for 2024-2032. Our report has categorized the market based on the device type, platform, revenue type, type, and age group.

Breakup by Device Type:

  • Consoles
  • Mobiles and Tablets
  • Computers

The report has provided a detailed breakup and analysis of the market based on the device type. This includes consoles, mobiles and tablets, and computers.

The shifting preferences from unit-sales-based business models towards engagement-based models across the gaming industry in Japan are escalating the sales of consoles. In August 2023, Geo Holdings developed its retro game computer console across Japan. For instance, in February 2024, Nintendo announced that the company sold over 7 million Nintendo Switch OLED devices in Japan alone. Moreover, the convenience and accessibility of mobile devices make them the preferred gaming platform for a wide demographic, which is acting as another significant growth-inducing factor. Some of the common games across the country that can be played over smartphones include Zelda, Final Fantasy, Dragon Quest, Sonic, Mario, Metal Gear Solid, Space Invaders, etc. Apart from this, the launch of computers with higher internet speed represents one of the Japan gaming market's recent opportunities.

Breakup by Platform:

  • Online
  • Offline

The report has provided a detailed breakup and analysis of the market based on the platform. This includes online and offline.

The rising demand for multiplayer online games (MMOs) is driving the market across the segmentation. For instance, BitSummit was founded with the goal of giving independent game makers in Japan a chance to show their games to the world. Additionally, it receives support from leading industry companies like Nintendo, Sony, Microsoft, and Valve. In contrast, offline gaming in Japan remains robust, particularly in the console and arcade segments. The Nintendo Switch, with games like "The Legend of Zelda: Tears of the Kingdom," provides immersive offline experiences that are highly popular among individuals across the country. This, in turn, is increasing the Japan gaming market share.

Breakup by Revenue Type:

  • In-Game Purchase
  • Game Purchase
  • Advertising

The report has provided a detailed breakup and analysis of the market based on the revenue type. This includes in-game purchase, game purchase, and advertising.

In-game purchases, particularly within mobile games, represent a substantial portion of the revenue, driven by popular titles, such as "Genshin Impact" and "Uma Musume Pretty Derby." These games utilize gacha mechanics and seasonal events to incentivize players to spend on virtual items and characters. Game purchases, encompassing physical and digital sales of console and PC games, also play a critical role. Additionally, advertising provides a steady income stream. Developers integrate ads seamlessly into gameplay, offering rewards for watching ads or presenting them between game levels, thereby monetizing a vast player base without direct purchases. This diverse revenue structure caters to different player preferences and spending habits, which is driving the Japan gaming market growth.

Breakup by Type:

  • Adventure/Role Playing Games
  • Puzzles
  • Social Games
  • Strategy
  • Simulation
  • Others

The report has provided a detailed breakup and analysis of the market based on the type. This includes adventure/role playing games, puzzles, social games, strategy, simulation, and others.

Adventure and role-playing games are a significant segment, as they offer deep narratives and interactive experiences to users. Additionally, puzzle games, such as Puzzle & Dragons and Line: Disney Tsum Tsum, are extremely popular in the country due to their engaging and addictive gameplay. On the other hand, strategy games provide complex tactical challenges, thereby appealing to players who enjoy strategic planning and competitive gameplay. Moreover, other genres, including action, horror, sports, etc., are also elevating the Japan gaming market revenue.

Breakup by Age Group:

  • Adult
  • Children

The report has provided a detailed breakup and analysis of the market based on the age group. This includes adult and children.

The increasing inclination among adults toward deep narratives and intricate gameplay mechanics is propelling the segment's growth. For instance, in September 2023, Nintendo Japan introduced an app for the console's subscription service, Nintendo Switch Online, that is available to only 18+ users. Besides this, according to the Japan gaming market overview, educational games and apps are gaining widespread popularity across the country, as they are specifically designed to develop cognitive skills and provide entertainment to children.

Breakup by Region:

  • Kanto Region
  • Kinki Region
  • Central/ Chubu Region
  • Kyushu-Okinawa Region
  • Tohoku Region
  • Chugoku Region
  • Hokkaido Region
  • Shikoku Region

The report has also provided a comprehensive analysis of all the major regional markets, which include Kanto Region, Kinki Region, Central/ Chubu Region, Kyushu-Okinawa Region, Tohoku Region, Chugoku Region, Hokkaido Region, and Shikoku Region.

The wide presence of gaming arcades, including Taito Game Plaza, across the Kinki Region, Osaka, is augmenting the market. Moreover, in the Chugoku Region, there is a notable preference for social and simulation games, reflecting the region's demographic trends. According to the Japan gaming market statistics, the Central/Chubu Region, known for its manufacturing hubs, has a diverse gaming culture with a balanced interest in both traditional consoles and emerging mobile platforms. These regional insights underline the diverse and vibrant nature of the market, which is catered to meet the unique preferences and lifestyles of each area.

Competitive Landscape:

  • The market research report has also provided a comprehensive analysis of the competitive landscape in the market. Competitive analysis such as market structure, key player positioning, top winning strategies, competitive dashboard, and company evaluation quadrant has been covered in the report. Also, detailed profiles of all major Japan gaming market companies have been provided.
  • Major game developers in Japan are focusing on using web3 technologies, working on gaming projects that are integrated with emerging technologies, and forming partnerships with web3 companies. They are introducing blockchain gaming, which is acting as another significant growth-inducing factor. Apart from this, strategic collaborations among prominent companies position Japan as a key hub for web3 gaming innovation.

Japan Gaming Market Recent Developments:

  • May 2024: Nintendo, a multinational video game company headquartered in Kyoto, Japan, announced the launch of its smash-hit switch console.
  • May 2024: Oasys, a blockchain network focused on gaming, partnered with SBINFT, an NFT platform operated by a subsidiary of the financial conglomerate SBI Group, to expand the crypto gaming sector in Japan.
  • February 2024: Akili introduced gaming therapy EndeavorRx, which is approved by the U.S. FDA to treat pediatric patients with ADHD in Japan.

Key Questions Answered in This Report:

  • How has the Japan gaming market performed so far and how will it perform in the coming years?
  • What has been the impact of COVID-19 on the Japan gaming market?
  • What is the breakup of the Japan gaming market on the basis of device type?
  • What is the breakup of the Japan gaming market on the basis of platform?
  • What is the breakup of the Japan gaming market on the basis of revenue type?
  • What is the breakup of the Japan gaming market on the basis of type?
  • What is the breakup of the Japan gaming market on the basis of age group?
  • What are the various stages in the value chain of the Japan gaming market?
  • What are the key driving factors and challenges in the Japan gaming market?
  • What is the structure of the Japan gaming market and who are the key players?
  • What is the degree of competition in the Japan gaming market?

Table of Contents

1 Preface

2 Scope and Methodology

  • 2.1 Objectives of the Study
  • 2.2 Stakeholders
  • 2.3 Data Sources
    • 2.3.1 Primary Sources
    • 2.3.2 Secondary Sources
  • 2.4 Market Estimation
    • 2.4.1 Bottom-Up Approach
    • 2.4.2 Top-Down Approach
  • 2.5 Forecasting Methodology

3 Executive Summary

4 Japan Gaming Market - Introduction

  • 4.1 Overview
  • 4.2 Market Dynamics
  • 4.3 Industry Trends
  • 4.4 Competitive Intelligence

5 Japan Gaming Market Landscape

  • 5.1 Historical and Current Market Trends (2018-2023)
  • 5.2 Market Forecast (2024-2032)

6 Japan Gaming Market - Breakup by Device Type

  • 6.1 Consoles
    • 6.1.1 Overview
    • 6.1.2 Historical and Current Market Trends (2018-2023)
    • 6.1.3 Market Forecast (2024-2032)
  • 6.2 Mobiles and Tablets
    • 6.2.1 Overview
    • 6.2.2 Historical and Current Market Trends (2018-2023)
    • 6.2.3 Market Forecast (2024-2032)
  • 6.3 Computers
    • 6.3.1 Overview
    • 6.3.2 Historical and Current Market Trends (2018-2023)
    • 6.3.3 Market Forecast (2024-2032)

7 Japan Gaming Market - Breakup by Platform

  • 7.1 Online
    • 7.1.1 Overview
    • 7.1.2 Historical and Current Market Trends (2018-2023)
    • 7.1.3 Market Forecast (2024-2032)
  • 7.2 Offline
    • 7.2.1 Overview
    • 7.2.2 Historical and Current Market Trends (2018-2023)
    • 7.2.3 Market Forecast (2024-2032)

8 Japan Gaming Market - Breakup by Revenue Type

  • 8.1 In-Game Purchase
    • 8.1.1 Overview
    • 8.1.2 Historical and Current Market Trends (2018-2023)
    • 8.1.3 Market Forecast (2024-2032)
  • 8.2 Game Purchase
    • 8.2.1 Overview
    • 8.2.2 Historical and Current Market Trends (2018-2023)
    • 8.2.3 Market Forecast (2024-2032)
  • 8.3 Advertising
    • 8.2.1 Overview
    • 8.2.2 Historical and Current Market Trends (2018-2023)
    • 8.2.3 Market Forecast (2024-2032)

9 Japan Gaming Market - Breakup by Type

  • 9.1 Adventure/Role Playing Games
    • 9.1.1 Overview
    • 9.1.2 Historical and Current Market Trends (2018-2023)
    • 9.1.3 Market Forecast (2024-2032)
  • 9.2 Puzzles
    • 9.2.1 Overview
    • 9.2.2 Historical and Current Market Trends (2018-2023)
    • 9.2.3 Market Forecast (2024-2032)
  • 9.3 Social Games
    • 9.2.1 Overview
    • 9.2.2 Historical and Current Market Trends (2018-2023)
    • 9.2.3 Market Forecast (2024-2032)
  • 9.4 Strategy
    • 9.4.1 Overview
    • 9.4.2 Historical and Current Market Trends (2018-2023)
    • 9.4.3 Market Forecast (2024-2032)
  • 9.5 Simulation
    • 9.5.1 Overview
    • 9.5.2 Historical and Current Market Trends (2018-2023)
    • 9.5.3 Market Forecast (2024-2032)
  • 9.6 Others
    • 9.6.1 Historical and Current Market Trends (2018-2023)
    • 9.6.2 Market Forecast (2024-2032)

10 Japan Gaming Market - Breakup by Age Group

  • 10.1 Adult
    • 10.1.1 Overview
    • 10.1.2 Historical and Current Market Trends (2018-2023)
    • 10.1.3 Market Forecast (2024-2032)
  • 10.2 Children
    • 10.2.1 Overview
    • 10.2.2 Historical and Current Market Trends (2018-2023)
    • 10.2.3 Market Forecast (2024-2032)

11 Japan Gaming Market - Breakup by Region

  • 11.1 Kanto Region
    • 11.1.1 Overview
    • 11.1.2 Historical and Current Market Trends (2018-2023)
    • 11.1.3 Market Breakup by Device Type
    • 11.1.4 Market Breakup by Platform
    • 11.1.5 Market Breakup by Revenue Type
    • 11.1.6 Market Breakup by Type
    • 11.1.7 Market Breakup by Age Group
    • 11.1.8 Key Players
    • 11.1.9 Market Forecast (2024-2032)
  • 11.2 Kinki Region
    • 11.2.1 Overview
    • 11.2.2 Historical and Current Market Trends (2018-2023)
    • 11.2.3 Market Breakup by Device Type
    • 11.2.4 Market Breakup by Platform
    • 11.2.5 Market Breakup by Revenue Type
    • 11.2.6 Market Breakup by Type
    • 11.2.7 Market Breakup by Age Group
    • 11.2.8 Key Players
    • 11.2.9 Market Forecast (2024-2032)
  • 11.3 Central/ Chubu Region
    • 11.3.1 Overview
    • 11.3.2 Historical and Current Market Trends (2018-2023)
    • 11.3.3 Market Breakup by Device Type
    • 11.3.4 Market Breakup by Platform
    • 11.3.5 Market Breakup by Revenue Type
    • 11.3.6 Market Breakup by Type
    • 11.3.7 Market Breakup by Age Group
    • 11.3.8 Key Players
    • 11.3.9 Market Forecast (2024-2032)
  • 11.4 Kyushu-Okinawa Region
    • 11.4.1 Overview
    • 11.4.2 Historical and Current Market Trends (2018-2023)
    • 11.4.3 Market Breakup by Device Type
    • 11.4.4 Market Breakup by Platform
    • 11.4.5 Market Breakup by Revenue Type
    • 11.4.6 Market Breakup by Type
    • 11.4.7 Market Breakup by Age Group
    • 11.4.8 Key Players
    • 11.4.9 Market Forecast (2024-2032)
  • 11.5 Tohoku Region
    • 11.5.1 Overview
    • 11.5.2 Historical and Current Market Trends (2018-2023)
    • 11.5.3 Market Breakup by Device Type
    • 11.5.4 Market Breakup by Platform
    • 11.5.5 Market Breakup by Revenue Type
    • 11.5.6 Market Breakup by Type
    • 11.5.7 Market Breakup by Age Group
    • 11.5.8 Key Players
    • 11.5.9 Market Forecast (2024-2032)
  • 11.6 Chugoku Region
    • 11.6.1 Overview
    • 11.6.2 Historical and Current Market Trends (2018-2023)
    • 11.6.3 Market Breakup by Device Type
    • 11.6.4 Market Breakup by Platform
    • 11.6.5 Market Breakup by Revenue Type
    • 11.6.6 Market Breakup by Type
    • 11.6.7 Market Breakup by Age Group
    • 11.6.8 Key Players
    • 11.6.9 Market Forecast (2024-2032)
  • 11.7 Hokkaido Region
    • 11.7.1 Overview
    • 11.7.2 Historical and Current Market Trends (2018-2023)
    • 11.7.3 Market Breakup by Device Type
    • 11.7.4 Market Breakup by Platform
    • 11.7.5 Market Breakup by Revenue Type
    • 11.7.6 Market Breakup by Type
    • 11.7.7 Market Breakup by Age Group
    • 11.7.8 Key Players
    • 11.7.9 Market Forecast (2024-2032)
  • 11.8 Shikoku Region
    • 11.8.1 Overview
    • 11.8.2 Historical and Current Market Trends (2018-2023)
    • 11.8.3 Market Breakup by Device Type
    • 11.8.4 Market Breakup by Platform
    • 11.8.5 Market Breakup by Revenue Type
    • 11.8.6 Market Breakup by Type
    • 11.8.7 Market Breakup by Age Group
    • 11.8.8 Key Players
    • 11.8.9 Market Forecast (2024-2032)

12 Japan Gaming Market - Competitive Landscape

  • 12.1 Overview
  • 12.2 Market Structure
  • 12.3 Market Player Positioning
  • 12.4 Top Winning Strategies
  • 12.5 Competitive Dashboard
  • 12.6 Company Evaluation Quadrant

13 Profiles of Key Players

  • 13.1 Company A
    • 13.1.1 Business Overview
    • 13.1.2 Services Offered
    • 13.1.3 Business Strategies
    • 13.1.4 SWOT Analysis
    • 13.1.5 Major News and Events
  • 13.2 Company B
    • 13.2.1 Business Overview
    • 13.2.2 Services Offered
    • 13.2.3 Business Strategies
    • 13.2.4 SWOT Analysis
    • 13.2.5 Major News and Events
  • 13.3 Company C
    • 13.3.1 Business Overview
    • 13.3.2 Services Offered
    • 13.3.3 Business Strategies
    • 13.3.4 SWOT Analysis
    • 13.3.5 Major News and Events
  • 13.4 Company D
    • 13.4.1 Business Overview
    • 13.4.2 Services Offered
    • 13.4.3 Business Strategies
    • 13.4.4 SWOT Analysis
    • 13.4.5 Major News and Events
  • 13.5 Company E
    • 13.5.1 Business Overview
    • 13.5.2 Services Offered
    • 13.5.3 Business Strategies
    • 13.5.4 SWOT Analysis
    • 13.5.5 Major News and Events

Company names have not been provided here as this is a sample TOC. Complete list to be provided in the final report.

14 Japan Gaming Market - Industry Analysis

  • 14.1 Drivers, Restraints, and Opportunities
    • 14.1.1 Overview
    • 14.1.2 Drivers
    • 14.1.3 Restraints
    • 14.1.4 Opportunities
  • 14.2 Porters Five Forces Analysis
    • 14.2.1 Overview
    • 14.2.2 Bargaining Power of Buyers
    • 14.2.3 Bargaining Power of Suppliers
    • 14.2.4 Degree of Competition
    • 14.2.5 Threat of New Entrants
    • 14.2.6 Threat of Substitutes
  • 14.3 Value Chain Analysis

15 Appendix