封面
市场调查报告书
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1954013

日本游戏市场报告:按设备、平台、收入类型、类型、年龄层和地区划分(2026-2034 年)

Japan Gaming Market Report by Device Type, Platform, Revenue Type, Type, Age Group, and Region 2026-2034

出版日期: | 出版商: IMARC | 英文 145 Pages | 商品交期: 5-7个工作天内

价格
简介目录

日本游戏市场规模在2025年达到289亿美元。 IMARC集团预测,到2034年,该市场规模将达到659亿美元,2026年至2034年的复合年增长率为9.31%。社交游戏(一种将多人游戏与社交媒体平台相结合的游戏形式)的日益普及以及电子竞技需求的增长是推动市场成长要素。

日本游戏市场分析:

本报告解答的关键问题:

  • 日本游戏市场目前的趋势是什么?未来几年的前景如何?
  • 新冠疫情对日本游戏市场感染疾病了哪些影响?
  • 日本游戏市场按设备类型分類的组成是怎样的?
  • 日本游戏市场依平台分類的构成比是怎样的?
  • 日本游戏市场依收入类型分類的组成是怎样的?
  • 日本游戏市场按类型划分是怎样的?
  • 日本游戏市场依年龄层分類的情况如何?
  • 请介绍一下日本游戏市场价值链的各个环节。
  • 日本游戏市场的主要驱动因素和挑战是什么?
  • 日本游戏市场的结构是怎么样的?主要参与者有哪些?
  • 日本游戏市场竞争有多激烈?

目录

第一章:序言

第二章:调查范围与调查方法

  • 调查目标
  • 相关利益者
  • 数据来源
  • 市场估值
  • 调查方法

第三章执行摘要

第四章:日本游戏市场:简介

  • 概述
  • 市场动态
  • 产业趋势
  • 竞争资讯

第五章:日本游戏市场概况

  • 过去和当前的市场趋势(2020-2025)
  • 市场预测(2026-2034)

第六章:日本游戏市场-依设备类型划分

  • 主机
  • 行动装置和平板电脑
  • 个人电脑

第七章:日本游戏市场-依平台细分

  • 在线的
  • 离线

第八章:日本游戏市场-依收入类型划分

  • 游戏内收费
  • 购买游戏
  • 广告

第九章:日本游戏市场:按类型划分

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

第十章:日本游戏市场-依年龄划分

  • 成人版
  • 孩子们

第十一章:日本游戏市场:按地区划分

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

第十二章:日本游戏市场:竞争格局

  • 概述
  • 市场结构
  • 市场公司定位
  • 关键成功策略
  • 竞争对手仪錶板
  • 企业估值象限

第十三章主要企业概况

第十四章:日本游戏市场:产业分析

  • 驱动因素、限制因素和机会
  • 波特五力分析
  • 价值链分析

第十五章附录

简介目录
Product Code: SR112026A11236

The Japan gaming market size reached USD 28.9 Billion in 2025. Looking forward, IMARC Group expects the market to reach USD 65.9 Billion by 2034, exhibiting a growth rate (CAGR) of 9.31% during 2026-2034. 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:

Breakup by Device Type:

  • Consoles
  • Mobiles and Tablets
  • 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 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

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

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 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.

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 (2020-2025)
  • 5.2 Market Forecast (2026-2034)

6 Japan Gaming Market - Breakup by Device Type

  • 6.1 Consoles
    • 6.1.1 Overview
    • 6.1.2 Historical and Current Market Trends (2020-2025)
    • 6.1.3 Market Forecast (2026-2034)
  • 6.2 Mobiles and Tablets
    • 6.2.1 Overview
    • 6.2.2 Historical and Current Market Trends (2020-2025)
    • 6.2.3 Market Forecast (2026-2034)
  • 6.3 Computers
    • 6.3.1 Overview
    • 6.3.2 Historical and Current Market Trends (2020-2025)
    • 6.3.3 Market Forecast (2026-2034)

7 Japan Gaming Market - Breakup by Platform

  • 7.1 Online
    • 7.1.1 Overview
    • 7.1.2 Historical and Current Market Trends (2020-2025)
    • 7.1.3 Market Forecast (2026-2034)
  • 7.2 Offline
    • 7.2.1 Overview
    • 7.2.2 Historical and Current Market Trends (2020-2025)
    • 7.2.3 Market Forecast (2026-2034)

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 (2020-2025)
    • 8.1.3 Market Forecast (2026-2034)
  • 8.2 Game Purchase
    • 8.2.1 Overview
    • 8.2.2 Historical and Current Market Trends (2020-2025)
    • 8.2.3 Market Forecast (2026-2034)
  • 8.3 Advertising
    • 8.2.1 Overview
    • 8.2.2 Historical and Current Market Trends (2020-2025)
    • 8.2.3 Market Forecast (2026-2034)

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 (2020-2025)
    • 9.1.3 Market Forecast (2026-2034)
  • 9.2 Puzzles
    • 9.2.1 Overview
    • 9.2.2 Historical and Current Market Trends (2020-2025)
    • 9.2.3 Market Forecast (2026-2034)
  • 9.3 Social Games
    • 9.2.1 Overview
    • 9.2.2 Historical and Current Market Trends (2020-2025)
    • 9.2.3 Market Forecast (2026-2034)
  • 9.4 Strategy
    • 9.4.1 Overview
    • 9.4.2 Historical and Current Market Trends (2020-2025)
    • 9.4.3 Market Forecast (2026-2034)
  • 9.5 Simulation
    • 9.5.1 Overview
    • 9.5.2 Historical and Current Market Trends (2020-2025)
    • 9.5.3 Market Forecast (2026-2034)
  • 9.6 Others
    • 9.6.1 Historical and Current Market Trends (2020-2025)
    • 9.6.2 Market Forecast (2026-2034)

10 Japan Gaming Market - Breakup by Age Group

  • 10.1 Adult
    • 10.1.1 Overview
    • 10.1.2 Historical and Current Market Trends (2020-2025)
    • 10.1.3 Market Forecast (2026-2034)
  • 10.2 Children
    • 10.2.1 Overview
    • 10.2.2 Historical and Current Market Trends (2020-2025)
    • 10.2.3 Market Forecast (2026-2034)

11 Japan Gaming Market - Breakup by Region

  • 11.1 Kanto Region
    • 11.1.1 Overview
    • 11.1.2 Historical and Current Market Trends (2020-2025)
    • 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 (2026-2034)
  • 11.2 Kinki Region
    • 11.2.1 Overview
    • 11.2.2 Historical and Current Market Trends (2020-2025)
    • 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 (2026-2034)
  • 11.3 Central/ Chubu Region
    • 11.3.1 Overview
    • 11.3.2 Historical and Current Market Trends (2020-2025)
    • 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 (2026-2034)
  • 11.4 Kyushu-Okinawa Region
    • 11.4.1 Overview
    • 11.4.2 Historical and Current Market Trends (2020-2025)
    • 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 (2026-2034)
  • 11.5 Tohoku Region
    • 11.5.1 Overview
    • 11.5.2 Historical and Current Market Trends (2020-2025)
    • 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 (2026-2034)
  • 11.6 Chugoku Region
    • 11.6.1 Overview
    • 11.6.2 Historical and Current Market Trends (2020-2025)
    • 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 (2026-2034)
  • 11.7 Hokkaido Region
    • 11.7.1 Overview
    • 11.7.2 Historical and Current Market Trends (2020-2025)
    • 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 (2026-2034)
  • 11.8 Shikoku Region
    • 11.8.1 Overview
    • 11.8.2 Historical and Current Market Trends (2020-2025)
    • 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 (2026-2034)

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

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