封面
市场调查报告书
商品编码
1729397

日本云端游戏市场报告(按设备类型、游戏类型、技术、玩家和地区)2025-2033

Japan Cloud Gaming Market Report by Device Type, Genre, Technology, Gamers, and Region 2025-2033

出版日期: | 出版商: IMARC | 英文 119 Pages | 商品交期: 5-7个工作天内

价格
简介目录

2024 年,日本云端游戏市场规模达到 1.6 亿美元。展望未来, IMARC Group预计到 2033 年该市场规模将达到 14.75 亿美元,2025-2033 年期间的成长率 (CAGR) 为 28%。串流媒体技术的不断进步,例如改进的视讯编解码器和减少的延迟,使得云端游戏反应更快、更有趣,是推动市场发展的主要动力。

云端游戏,也称为游戏串流或云端游戏服务,是一种革命性的电子游戏玩法。云端游戏不是在游戏机或高阶 PC 等本地硬体上运行游戏,而是利用资料中心强大的远端伺服器来处理和渲染游戏图形。玩家可以使用各种装置(如智慧型手机、平板电脑、智慧电视或低阶电脑)透过网路存取和控制这些游戏,从而无需昂贵的游戏硬体。云端游戏具有多种优势,例如无需长时间下载或安装即可即时存取大量游戏库。它还允许玩家在设备之间无缝切换,从上次中断的地方继续游戏,即使在功能较弱的设备上也能享受高品质的图形和游戏体验。然而,它的成功取决于低延迟的网路连线以确保游戏的反应速度,而特定游戏的可用性可能会因云端游戏平台而异。

日本云端游戏市场趋势:

日本云端游戏市场正在经历强劲成长,主要受几个关键因素的推动。首先,高速网路连线的普及对该领域的扩张发挥了关键作用。随着可靠宽频的广泛普及,游戏玩家现在可以立即存取和享受他们最喜欢的游戏,而无需高端游戏硬体。此外,对游戏便利性和行动性的需求不断增长,进一步推动了市场的发展。云端游戏允许用户在平板电脑、智慧型手机和智慧电视等多种装置上玩游戏,从而随时随地玩游戏。这种无缝的跨平台相容性吸引了更广泛的受众并促进了市场成长。此外,云端游戏的成本效益是另一个重要的成长因素。游戏玩家不再需要投资昂贵的游戏机或个人电脑,因为他们可以透过订阅服务存取庞大的游戏库。这种可负担性因素使得游戏变得民主化,吸引了更加多样化和广泛的用户群。除了这些因素之外,预计电子竞技和竞技游戏的新兴趋势将在预测期内推动日本云端游戏市场的发展。

日本云端游戏市场区隔:

设备类型洞察:

  • 智慧型手机
  • 智慧电视
  • 主机
  • 平板电脑

类型洞察:

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

技术洞察:

  • 视讯串流
  • 文件流

玩家见解:

  • 重度核心玩家
  • 休閒游戏玩家

竞争格局:

市场研究报告也对竞争格局进行了全面的分析。报告涵盖了市场结构、关键参与者定位、最佳制胜策略、竞争仪表板和公司评估象限等竞争分析。此外,也提供了所有主要公司的详细资料。一些关键参与者包括:

  • 亚马逊网路服务公司
  • 国际商业机器公司
  • 微软公司
  • 英伟达公司
  • 索尼互动娱乐有限公司(索尼公司)
  • 优必达

本报告回答的关键问题:

  • 日本云端游戏市场目前表现如何?未来几年会如何表现?
  • 新冠疫情对日本云端游戏市场有何影响?
  • 根据设备类型,日本云端游戏市场是如何分類的?
  • 日本云端游戏市场按类型划分是怎样的?
  • 日本云端游戏市场在技术层面的划分是怎么样的?
  • 日本云端游戏市场按玩家构成如何?
  • 日本云端游戏市场的价值链分为哪些阶段?
  • 日本云端游戏的主要驱动因素和挑战是什么?
  • 日本云端游戏市场的结构是怎么样的?主要参与者有哪些?
  • 日本云端游戏市场的竞争程度如何?

本报告回答的关键问题:

  • 日本云端游戏市场目前表现如何?未来几年会如何表现?
  • 新冠疫情对日本云端游戏市场有何影响?
  • 根据设备类型,日本云端游戏市场是如何分類的?
  • 日本云游戏市场按类型划分是怎样的?
  • 日本云端游戏市场在技术层面的划分是怎么样的?
  • 日本云端游戏市场按玩家构成如何?
  • 日本云端游戏市场的价值链分为哪些阶段?
  • 日本云端游戏的主要驱动因素和挑战是什么?
  • 日本云端游戏市场的结构是怎么样的?主要参与者有哪些?
  • 日本云端游戏市场的竞争程度如何?

目录

第一章:前言

第二章:范围与方法

  • 研究目标
  • 利害关係人
  • 资料来源
    • 主要来源
    • 次要来源
  • 市场评估
    • 自下而上的方法
    • 自上而下的方法
  • 预测方法

第三章:执行摘要

第四章:日本云端游戏市场 - 简介

  • 概述
  • 市场动态
  • 产业趋势
  • 竞争情报

第五章:日本云端游戏市场格局

  • 历史与当前市场趋势(2019-2024)
  • 市场预测(2025-2033)

第六章:日本云端游戏市场 - 细分:依设备类型

  • 智慧型手机
    • 概述
  • 智慧电视
    • 概述
  • 主机
    • 概述
  • 平板电脑
    • 概述
    • 概述

第七章:日本云端游戏市场 - 细分:依游戏类型

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

第八章:日本云端游戏市场 - 细分:依技术

  • 视讯串流
    • 概述
  • 文件流
    • 概述

第九章:日本云端游戏市场 - 细分:玩家

  • 重度核心玩家
    • 概述
  • 休閒游戏玩家
    • 概述

第十章:日本云端游戏市场-竞争格局

  • 概述
  • 市场结构
  • 市场参与者定位
  • 最佳获胜策略
  • 竞争仪錶板
  • 公司评估象限

第 11 章:关键参与者简介

  • Amazon Web Services Inc.
    • Business Overview
    • Services Offered
    • Business Strategies
    • SWOT Analysis
    • Major News and Events
  • International Business Machines Corporation
    • Business Overview
    • Services Offered
    • Business Strategies
    • SWOT Analysis
    • Major News and Events
  • Microsoft Corporation
    • Business Overview
    • Services Offered
    • Business Strategies
    • SWOT Analysis
    • Major News and Events
  • Nvidia Corporation
    • Business Overview
    • Services Offered
    • Business Strategies
    • SWOT Analysis
    • Major News and Events
  • Sony Interactive Entertainment LLC (Sony Corporation)
    • Business Overview
    • Services Offered
    • Business Strategies
    • SWOT Analysis
    • Major News and Events
  • Ubitus KK
    • Business Overview
    • Services Offered
    • Business Strategies
    • SWOT Analysis
    • Major News and Events

第 12 章:日本云端游戏市场 - 产业分析

  • 驱动因素、限制因素和机会
    • 概述
    • 驱动程式
    • 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 13 章:附录

简介目录
Product Code: SR112025A15523

Japan cloud gaming market size reached USD 160.0 Million in 2024. Looking forward, IMARC Group expects the market to reach USD 1,475.0 Million by 2033, exhibiting a growth rate (CAGR) of 28% during 2025-2033. The increasing advancements in streaming technology, such as improved video codecs and reduced latency, which have made cloud gaming more responsive and enjoyable, are primarily driving the market.

Cloud gaming, also called game streaming or cloud gaming services, is a revolutionary approach to playing video games. Instead of running games on local hardware, like a gaming console or a high-end PC, cloud gaming leverages powerful remote servers in data centers to process and render game graphics. Players access and control these games over the internet using a variety of devices, like smartphones, tablets, smart TVs, or low-end computers, eliminating the need for expensive gaming hardware. Cloud gaming offers several advantages, such as instant access to a vast library of games without lengthy downloads or installations. It also allows players to seamlessly switch between devices, pick up where they left off, and enjoy high-quality graphics and gameplay, even on less powerful devices. However, its success depends on low-latency internet connections to ensure responsive gameplay, and the availability of specific games may vary based on the cloud gaming platform.

Japan Cloud Gaming Market Trends:

The cloud gaming market in Japan is witnessing robust growth, primarily driven by several key factors. Firstly, the proliferation of high-speed internet connectivity has played a pivotal role in expanding this sector. With the widespread availability of reliable broadband, gamers can now access and enjoy their favorite titles instantly, eliminating the need for high-end gaming hardware. Moreover, the ever-increasing demand for convenience and mobility in gaming has fueled the market further. Cloud gaming permits users to play games on multiple devices, like tablets, smartphones, and smart TVs, making gaming accessible anytime, anywhere. This seamless cross-platform compatibility has attracted a broader audience and boosted the market growth. Furthermore, the cost-efficiency of cloud gaming is acting as another significant growth-inducing factor. Gamers are no longer required to invest in expensive gaming consoles or PCs, as they can access a vast library of games through subscription-based services. This affordability factor has democratized gaming, drawing in a more diverse and extensive user base. In addition to these factors, the emerging trend of esports and competitive gaming is expected to drive the cloud gaming market in Japan during the forecast period.

Japan Cloud Gaming Market Segmentation:

Device Type Insights:

  • Smartphones
  • Smart TVs
  • Consoles
  • Tablets
  • PCs

Genre Insights:

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

Technology Insights:

  • Video Streaming
  • File Streaming

Gamers Insights:

  • Hardcore Gamers
  • Casual Gamers

Competitive Landscape:

The market research report has also provided a comprehensive analysis of the competitive landscape. 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 companies have been provided. Some of the key players include:

  • Amazon Web Services Inc.
  • International Business Machines Corporation
  • Microsoft Corporation
  • Nvidia Corporation
  • Sony Interactive Entertainment LLC (Sony Corporation)
  • Ubitus K.K.

Key Questions Answered in This Report:

  • How has the Japan cloud 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 cloud gaming market?
  • What is the breakup of the Japan cloud gaming market on the basis of device type?
  • What is the breakup of the Japan cloud gaming market on the basis of genre?
  • What is the breakup of the Japan cloud gaming market on the basis of technology?
  • What is the breakup of the Japan cloud gaming market on the basis of gamers?
  • What are the various stages in the value chain of the Japan cloud gaming market?
  • What are the key driving factors and challenges in the Japan cloud gaming?
  • What is the structure of the Japan cloud gaming market and who are the key players?
  • What is the degree of competition in the Japan cloud 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 Cloud Gaming Market - Introduction

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

5 Japan Cloud Gaming Market Landscape

  • 5.1 Historical and Current Market Trends (2019-2024)
  • 5.2 Market Forecast (2025-2033)

6 Japan Cloud Gaming Market - Breakup by Device Type

  • 6.1 Smartphones
    • 6.1.1 Overview
    • 6.1.2 Historical and Current Market Trends (2019-2024)
    • 6.1.3 Market Forecast (2025-2033)
  • 6.2 Smart TVs
    • 6.2.1 Overview
    • 6.2.2 Historical and Current Market Trends (2019-2024)
    • 6.2.3 Market Forecast (2025-2033)
  • 6.3 Consoles
    • 6.3.1 Overview
    • 6.3.2 Historical and Current Market Trends (2019-2024)
    • 6.3.3 Market Forecast (2025-2033)
  • 6.4 Tablets
    • 6.4.1 Overview
    • 6.4.2 Historical and Current Market Trends (2019-2024)
    • 6.4.3 Market Forecast (2025-2033)
  • 6.5 PCs
    • 6.5.1 Overview
    • 6.5.2 Historical and Current Market Trends (2019-2024)
    • 6.5.3 Market Forecast (2025-2033)

7 Japan Cloud Gaming Market - Breakup by Genre

  • 7.1 Adventure/Role Playing Games
    • 7.1.1 Overview
    • 7.1.2 Historical and Current Market Trends (2019-2024)
    • 7.1.3 Market Forecast (2025-2033)
  • 7.2 Puzzles
    • 7.2.1 Overview
    • 7.2.2 Historical and Current Market Trends (2019-2024)
    • 7.2.3 Market Forecast (2025-2033)
  • 7.3 Social Games
    • 7.3.1 Overview
    • 7.3.2 Historical and Current Market Trends (2019-2024)
    • 7.3.3 Market Forecast (2025-2033)
  • 7.4 Strategy
    • 7.4.1 Overview
    • 7.4.2 Historical and Current Market Trends (2019-2024)
    • 7.4.3 Market Forecast (2025-2033)
  • 7.5 Simulation
    • 7.5.1 Overview
    • 7.5.2 Historical and Current Market Trends (2019-2024)
    • 7.5.3 Market Forecast (2025-2033)
  • 7.6 Others
    • 7.6.1 Historical and Current Market Trends (2019-2024)
    • 7.6.2 Market Forecast (2025-2033)

8 Japan Cloud Gaming Market - Breakup by Technology

  • 8.1 Video Streaming
    • 8.1.1 Overview
    • 8.1.2 Historical and Current Market Trends (2019-2024)
    • 8.1.3 Market Forecast (2025-2033)
  • 8.2 File Streaming
    • 8.2.1 Overview
    • 8.2.2 Historical and Current Market Trends (2019-2024)
    • 8.2.3 Market Forecast (2025-2033)

9 Japan Cloud Gaming Market - Breakup by Gamers

  • 9.1 Hardcore Gamers
    • 9.1.1 Overview
    • 9.1.2 Historical and Current Market Trends (2019-2024)
    • 9.1.3 Market Forecast (2025-2033)
  • 9.2 Casual Gamers
    • 9.2.1 Overview
    • 9.2.2 Historical and Current Market Trends (2019-2024)
    • 9.2.3 Market Forecast (2025-2033)

10 Japan Cloud Gaming Market - Competitive Landscape

  • 10.1 Overview
  • 10.2 Market Structure
  • 10.3 Market Player Positioning
  • 10.4 Top Winning Strategies
  • 10.5 Competitive Dashboard
  • 10.6 Company Evaluation Quadrant

11 Profiles of Key Players

  • 11.1 Amazon Web Services Inc.
    • 11.1.1 Business Overview
    • 11.1.2 Services Offered
    • 11.1.3 Business Strategies
    • 11.1.4 SWOT Analysis
    • 11.1.5 Major News and Events
  • 11.2 International Business Machines Corporation
    • 11.2.1 Business Overview
    • 11.2.2 Services Offered
    • 11.2.3 Business Strategies
    • 11.2.4 SWOT Analysis
    • 11.2.5 Major News and Events
  • 11.3 Microsoft Corporation
    • 11.3.1 Business Overview
    • 11.3.2 Services Offered
    • 11.3.3 Business Strategies
    • 11.3.4 SWOT Analysis
    • 11.3.5 Major News and Events
  • 11.4 Nvidia Corporation
    • 11.4.1 Business Overview
    • 11.4.2 Services Offered
    • 11.4.3 Business Strategies
    • 11.4.4 SWOT Analysis
    • 11.4.5 Major News and Events
  • 11.5 Sony Interactive Entertainment LLC (Sony Corporation)
    • 11.5.1 Business Overview
    • 11.5.2 Services Offered
    • 11.5.3 Business Strategies
    • 11.5.4 SWOT Analysis
    • 11.5.5 Major News and Events
  • 11.6 Ubitus K.K.
    • 11.6.1 Business Overview
    • 11.6.2 Services Offered
    • 11.6.3 Business Strategies
    • 11.6.4 SWOT Analysis
    • 11.6.5 Major News and Events

12 Japan Cloud Gaming Market - Industry Analysis

  • 12.1 Drivers, Restraints and Opportunities
    • 12.1.1 Overview
    • 12.1.2 Drivers
    • 12.1.3 Restraints
    • 12.1.4 Opportunities
  • 12.2 Porters Five Forces Analysis
    • 12.2.1 Overview
    • 12.2.2 Bargaining Power of Buyers
    • 12.2.3 Bargaining Power of Suppliers
    • 12.2.4 Degree of Competition
    • 12.2.5 Threat of New Entrants
    • 12.2.6 Threat of Substitutes
  • 12.3 Value Chain Analysis

13 Appendix