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2024-2032 年按设备类型、平台、收入类型、类型、年龄层和地区分類的日本游戏市场报告

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个工作天内

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简介目录

2023 年日本游戏市场规模达到 239IMARC Group美元。社交游戏(多人游戏与社交媒体平台整合)的日益普及,以及电子竞技需求的不断增长,是市场的主要推动力。

日本游戏市场分析:

  • 主要市场驱动力:在日本,行动游戏因其易于获取且价格实惠而日益普及,正在推动市场发展。除此之外,游戏作为主流娱乐形式的广泛需求也是另一个重要的成长因素。
  • 主要市场趋势:最先进的博彩设施的引入,以及公共和私人实体日益增加的支持,正在对全国市场产生积极影响。此外,区块链技术和加密货币的日益整合可以透过允许安全且透明的交易来彻底改变游戏产业,这将在预测期内继续刺激日本市场。
  • 挑战与机会:主要参与者之间的激烈竞争以及消费者偏好的变化是阻碍全国市场的主要挑战之一。然而,日本公司正致力于使其游戏产品组合多样化,以迎合更广泛的受众,这反过来又提振了市场。为此,他们正在投资扩增实境(AR)和虚拟实境(VR)技术,从而刺激市场。

日本游戏市场趋势:

游戏週边需求

专业游戏玩家数量的增加推动了对机械键盘、耳机、滑鼠、操纵桿等游戏週边设备的需求。根据IMARC Group发布的报告,2023年日本游戏週边市场规模达2.419亿美元。 。此外,支援脸部辨识、高品质图形、基于手势的游戏等创新功能的个人电脑的开发也是另一个重要的成长因素。例如,2024年2月,Nick Falzone推出了一款木製游戏PC,配备基于日本Kumiko木工技术的硬质水冷系统。除此之外,千禧世代对高品质图形、脸部辨识和基于手势的游戏的日益青睐,进一步对日本游戏市场前景产生积极影响。例如,2022 年 6 月,总部位于日本东京的跨国集团索尼推出了 PC 游戏设备,为使用者提供互动式游戏环境。此外,知名企业为扩大产品组合而进行的广泛合作将在未来几年继续推动全国市场的发展。例如,2024 年 4 月,Animoca Brands Japan 宣布与 SQUARE ENIX CO., LTD. 签署谅解备忘录 (MoU),以加强 SQUARE ENIX 旗下游戏 SYMBIOGENESIS 的营销以及与 SQUARE ENIX 相关的 10,000 个 NFT 角色集合。 。

VR 和 AR 应用不断兴起

游戏与扩增实境和虚拟实境等新兴技术的日益融合正在扩大市场。根据日本经济产业省 (METI) 管理的非营利组织 JETRO 的资料,日本 AR/VR 相关市场支出从 2018 年的 12.9 亿美元增加到2019 年为17.8 亿美元,2023 年为34.2 亿美元。现实游戏是透过使用各种VR 游戏週边设备来玩的,例如耳机、手控器、智慧眼镜、配备感测器的手套等,这日本游戏市场需求不断升级。根据富士经济(东京/中央)调查显示,2018年智慧眼镜等工业AR/MR显示设备的国内市场规模为21亿日元,预计到2025年将增长至25亿日元。在积极的营销活动中增加投资,以扩大其现有的消费者基础并在该国推广其产品,从而刺激了市场。例如,2024 年 5 月,日本 VR 开发工作室之一 Thirdverse, Co., Ltd 宣布推出新的发行支援服务,专为旨在进入日本市场的国际 VR 游戏发行商量身打造。此外,基于位置的娱乐(LBE)的日益普及预计将在未来几年推动市场发展。例如,2024 年 5 月,虚拟世界和自由漫游 4D VR 竞技场的设计者之一 DIVR Labs 在日本横滨的热门购物中心 Yokohama World Porters 开发了一个 VR 竞技场。此外,DIVR沉浸式竞技场也提供惊心动魄的原创游戏,并结合4D效果,为游客带来难忘的体验。

动漫游戏的开发

由于全国千禧世代人口的不断增加,漫画游戏的日益普及正在推高日本游戏市场的近期价格。根据 Statista 研究部门 2024 年 1 月发布的资料,约 5% 的受访者(主要是千禧世代)将日本漫画和动画系列命名为《押之子》。此外,社群媒体平台的使用不断增加,扩大了讲故事的可能性,从而展示了动漫和游戏在日本娱乐领域的无缝融合。例如,根据2022 年1 月在日本进行的一项调查,77.6% 的Z 世代年轻人使用通讯应用程式LINE。正在推动这一趋势。例如,2024 年 4 月,KLab Inc. 在日本开发了一款基于 Haruichi Furudate 的漫画《排球》的智慧型手机游戏。此外,游戏中还包含原始动画系列中的着名场景和台词,这将推动未来几年的市场。

日本游戏市场区隔:

IMARC Group提供了各细分市场的主要趋势分析,以及 2024-2032 年国家和地区层面的日本游戏市场预测。我们的报告根据设备类型、平台、收入类型、类型和年龄组对市场进行了分类。

依设备类型细分:

  • 游戏机
  • 手机和平板电脑
  • 电脑

该报告根据设备类型对市场进行了详细的细分和分析。这包括游戏机、手机和平板电脑以及电脑。

日本游戏产业的偏好从基于单位销售的商业模式转向基于参与的模式,这正在推动游戏机的销售不断升级。 2023 年 8 月,Geo Holdings 在日本各地开发了復古游戏电脑控制台。例如,2024 年 2 月,任天堂宣布该公司仅在日本就售出了超过 700 万台 Nintendo Switch OLED 设备。此外,行动装置的便利性和可近性使其成为广大人群的首选游戏平台,这是另一个重要的成长诱导因素。国内常见的一些可以在智慧型手机上玩的游戏包括《萨尔达传说》、《最终幻想》、《勇者斗恶龙》、《索尼克》、《玛利欧》、《潜龙谍影》、《太空侵略者》等。

按平台划分:

  • 在线的
  • 离线

该报告提供了基于该平台的详细市场细分和分析。这包括线上和线下。

对多人线上游戏 (MMO) 的需求不断增长正在推动市场跨越细分市场。例如,BitSummit 成立的目的是为日本的独立游戏製作者提供向世界展示他们的游戏的机会。此外,它还获得了任天堂、索尼、微软和 Valve 等领先产业公司的支持。相比之下,日本的线下游戏仍然强劲,尤其是在游戏机和街机领域。 Nintendo Switch 上的《萨尔达传说:王国之泪》等游戏提供了身临其境的离线体验,在全国范围内非常受欢迎。这反过来又增加了日本游戏市场占有率。

按收入类型细分:

  • 游戏内购买
  • 游戏购买
  • 广告

该报告根据收入类型对市场进行了详细的细分和分析。这包括游戏内购买、游戏购买和广告。

游戏内购买,尤其是手机游戏内的购买,在《原神》和《乌玛娘 Pretty Derby》等热门游戏的推动下,占了收入的很大一部分。这些游戏利用扭蛋机制和季节性活动来激励玩家花钱购买虚拟物品和角色。游戏购买,包括主机游戏和电脑游戏的实体和数位销售,也发挥关键作用。此外,广告提供了稳定的收入来源。开发者将广告无缝整合到游戏玩法中,为观看广告或在游戏关卡之间展示广告提供奖励,从而无需直接购买即可从庞大的玩家群中获利。这种多样化的收入结构迎合了不同玩家的喜好和消费习惯,推动了日本游戏市场的成长。

按类型划分:

  • 冒险/角色扮演游戏
  • 谜题
  • 社交游戏
  • 策略
  • 模拟
  • 其他的

该报告根据类型提供了详细的市场细分和分析。这包括冒险/角色扮演游戏、拼图、社交游戏、策略、模拟等。

冒险和角色扮演游戏是一个重要的细分市场,因为它们为用户提供了深刻的叙事和互动体验。此外,《智龙迷城》和《Line: Disney Tsum Tsum》等益智游戏因其引人入胜且令人上瘾的游戏玩法而在该国非常受欢迎。另一方面,策略游戏提供复杂的战术挑战,从而吸引喜欢策略规划和竞技游戏的玩家。此外,其他类型,包括动作、恐怖、运动等,也正在提升日本游戏市场的收入。

按年龄组别划分:

  • 成人
  • 孩子们

该报告根据年龄组对市场进行了详细的细分和分析。这包括成人和儿童。

成年人越来越倾向于深入的叙事和复杂的游戏机制,这推动了该细分市场的成长。例如,2023 年 9 月,任天堂日本推出了一款用于游戏机订阅服务的应用程式 Nintendo Switch Online,该应用程式仅适用于 18 岁以上的用户。除此之外,根据日本游戏市场概况,教育游戏和应用程式在全国范围内广受欢迎,因为它们是专门为培养儿童认知技能并为儿童提供娱乐而设计的。

按地区划分:

  • 关东地区
  • 近畿地区
  • 中部/中部地区
  • 九州·冲绳地区
  • 东北部地区
  • 中国地区
  • 北海道地区
  • 四国地区

该报告还对所有主要区域市场进行了全面分析,包括关东地区、近畿地区、中部/中部地区、九州冲绳地区、东北地区、中国地区、北海道地区和四国地区。

大阪近畿地区的台东游戏广场等游戏厅的广泛存在正在扩大市场。此外,在中国地区,人们对社交和模拟游戏有明显的偏好,这反映了该地区的人口趋势。根据日本游戏市场统计数据,以製造中心而闻名的中部/中部地区拥有多元化的游戏文化,对传统游戏机和新兴行动平台的兴趣均衡。这些区域见解凸显了市场的多样性和活力,旨在满足每个地区的独特偏好和生活方式。

日本游戏市集最新动态:

  • 2024 年 5 月:总部位于日本京都的跨国电玩公司任天堂宣布推出红极一时的 Switch 游戏机。
  • 2024 年 5 月:专注于游戏的区块链网路 Oasys 与金融集团 SBI 集团子公司营运的 NFT 平台 SBINFT 合作,扩大日本的加密游戏领域。
  • 2024 年 2 月:Akili 推出游戏疗法 EndeavorRx,该药物已获得美国 FDA 批准,用于日本治疗 ADHD 儿科患者。

本报告回答的关键问题:

  • 迄今为止日本游戏市场的表现如何以及未来几年的表现如何?
  • COVID-19 对日本游戏市场有何影响?
  • 日本游戏市场以设备类型划分是怎样的?
  • 日本游戏市场的平台划分是怎样的?
  • 日本游戏市场依收入类型划分是怎样的?
  • 日本游戏市场按类型划分是怎样的?
  • 日本游戏市场依年龄组别划分是怎样的?
  • 日本游戏市场价值链的各个阶段是什么?
  • 日本游戏市场的关键驱动因素和挑战是什么?
  • 日本游戏市场的结构如何?
  • 日本游戏市场的竞争程度如何?

本报告回答的关键问题:

  • 迄今为止日本游戏市场的表现如何以及未来几年的表现如何?
  • COVID-19 对日本游戏市场有何影响?
  • 日本游戏市场以设备类型划分是怎样的?
  • 日本游戏市场的平台划分是怎样的?
  • 日本游戏市场依收入类型划分是怎样的?
  • 日本游戏市场按类型划分是怎样的?
  • 日本游戏市场依年龄组别划分是怎样的?
  • 日本游戏市场价值链的各个阶段是什么?
  • 日本游戏市场的关键驱动因素和挑战是什么?
  • 日本游戏市场的结构如何?
  • 日本游戏市场的竞争程度如何?

目录

第一章:前言

第 2 章:范围与方法

  • 研究目的
  • 利害关係人
  • 数据来源
    • 主要来源
    • 二手资料
  • 市场预测
    • 自下而上的方法
    • 自上而下的方法
  • 预测方法

第 3 章:执行摘要

第 4 章:日本游戏市场 - 简介

  • 概述
  • 市场动态
  • 产业动态
  • 竞争情报

第 5 章:日本游戏市场格局

  • 历史与当前市场趋势(2018-2023)
  • 市场预测(2024-2032)

第 6 章:日本游戏市场 - 细分:按设备类型

  • 游戏机
    • 概述
    • 历史与当前市场趋势(2018-2023)
    • 市场预测(2024-2032)
  • 手机和平板电脑
    • 概述
    • 历史与当前市场趋势(2018-2023)
    • 市场预测(2024-2032)
  • 电脑
    • 概述
    • 历史与当前市场趋势(2018-2023)
    • 市场预测(2024-2032)

第 7 章:日本游戏市场 - 细分:按平台

  • 在线的
    • 概述
    • 历史与当前市场趋势(2018-2023)
    • 市场预测(2024-2032)
  • 离线
    • 概述
    • 历史与当前市场趋势(2018-2023)
    • 市场预测(2024-2032)

第 8 章:日本游戏市场 - 细分:按收入类型

  • 游戏内购买
    • 概述
    • 历史与当前市场趋势(2018-2023)
    • 市场预测(2024-2032)
  • 游戏购买
    • 概述
    • 历史与当前市场趋势(2018-2023)
    • 市场预测(2024-2032)
  • 广告
    • 概述
    • 历史与当前市场趋势(2018-2023)
    • 市场预测(2024-2032)

第 9 章:日本游戏市场 - 细分:按类型

  • 冒险/角色扮演游戏
    • 概述
    • 历史与当前市场趋势(2018-2023)
    • 市场预测(2024-2032)
  • 谜题
    • 概述
    • 历史与当前市场趋势(2018-2023)
    • 市场预测(2024-2032)
  • 社交游戏
    • 概述
    • 历史与当前市场趋势(2018-2023)
    • 市场预测(2024-2032)
  • 策略
    • 概述
    • 历史与当前市场趋势(2018-2023)
    • 市场预测(2024-2032)
  • 模拟
    • 概述
    • 历史与当前市场趋势(2018-2023)
    • 市场预测(2024-2032)
  • 其他的
    • 历史与当前市场趋势(2018-2023)
    • 市场预测(2024-2032)

第 10 章:日本游戏市场 - 细分:依年龄段

  • 成人
    • 概述
    • 历史与当前市场趋势(2018-2023)
    • 市场预测(2024-2032)
  • 孩子们
    • 概述
    • 历史与当前市场趋势(2018-2023)
    • 市场预测(2024-2032)

第 11 章:日本游戏市场 - 细分:按地区

  • 关东地区
    • 概述
    • 历史与当前市场趋势(2018-2023)
    • 市场区隔:依设备类型
    • 市场区隔:依平台
    • 市场区隔:按收入类型
    • 市场区隔:按类型
    • 市场区隔:依年龄段
    • 关键参与者
    • 市场预测(2024-2032)
  • 近畿地区
    • 概述
    • 历史与当前市场趋势(2018-2023)
    • 市场区隔:依设备类型
    • 市场区隔:依平台
    • 市场区隔:按收入类型
    • 市场区隔:按类型
    • 市场区隔:依年龄段
    • 关键参与者
    • 市场预测(2024-2032)
  • 中部/中部地区
    • 概述
    • 历史与当前市场趋势(2018-2023)
    • 市场区隔:依设备类型
    • 市场区隔:依平台
    • 市场区隔:按收入类型
    • 市场区隔:按类型
    • 市场区隔:依年龄段
    • 关键参与者
    • 市场预测(2024-2032)
  • 九州·冲绳地区
    • 概述
    • 历史与当前市场趋势(2018-2023)
    • 市场区隔:依设备类型
    • 市场区隔:依平台
    • 市场区隔:按收入类型
    • 市场区隔:按类型
    • 市场区隔:依年龄段
    • 关键参与者
    • 市场预测(2024-2032)
  • 东北部地区
    • 概述
    • 历史与当前市场趋势(2018-2023)
    • 市场区隔:依设备类型
    • 市场区隔:依平台
    • 市场区隔:按收入类型
    • 市场区隔:按类型
    • 市场区隔:依年龄段
    • 关键参与者
    • 市场预测(2024-2032)
  • 中国地区
    • 概述
    • 历史与当前市场趋势(2018-2023)
    • 市场区隔:依设备类型
    • 市场区隔:依平台
    • 市场区隔:按收入类型
    • 市场区隔:按类型
    • 市场区隔:依年龄段
    • 关键参与者
    • 市场预测(2024-2032)
  • 北海道地区
    • 概述
    • 历史与当前市场趋势(2018-2023)
    • 市场区隔:依设备类型
    • 市场区隔:依平台
    • 市场区隔:按收入类型
    • 市场区隔:按类型
    • 市场区隔:依年龄段
    • 关键参与者
    • 市场预测(2024-2032)
  • 四国地区
    • 概述
    • 历史与当前市场趋势(2018-2023)
    • 市场区隔:依设备类型
    • 市场区隔:依平台
    • 市场区隔:按收入类型
    • 市场区隔:按类型
    • 市场区隔:依年龄段
    • 关键参与者
    • 市场预测(2024-2032)

第 12 章:日本游戏市场 - 竞争格局

  • 概述
  • 市场结构
  • 市场参与者定位
  • 最佳制胜策略
  • 竞争仪表板
  • 公司评估象限

第 13 章:关键参与者简介

  • 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

此处未提供公司名称,因为这是目录范例。最终报告中提供完整的清单。

第 14 章:日本游戏市场 - 产业分析

  • 驱动因素、限制因素和机会
    • 概述
    • 司机
    • 限制
    • 机会
  • 波特五力分析
    • 概述
    • 买家的议价能力
    • 供应商的议价能力
    • 竞争程度
    • 新进入者的威胁
    • 替代品的威胁
  • 价值链分析

第 15 章:附录

简介目录
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