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市场调查报告书
商品编码
1747118

日本扩增实境游戏市场规模、份额、趋势及预测(按组件、技术、设备、游戏类型和地区),2025 年至 2033 年

Japan Augmented Reality Gaming Market Size, Share, Trends and Forecast by Component, Technology, Device, Game Type, and Region, 2025-2033

出版日期: | 出版商: IMARC | 英文 122 Pages | 商品交期: 5-7个工作天内

价格
简介目录

2024年,日本扩增实境游戏市场规模达8.398亿美元。展望未来, IMARC Group预计到2033年,该市场规模将达到66.887亿美元,2025-2033年期间的复合年增长率(CAGR)为25.93%。受AR技术与行动游戏的融合以及AR游戏透过专用硬体平台的扩展所推动,该市场正在经历显着成长。

日本扩增实境游戏市场趋势:

AR技术与行动游戏的融合

日本悠久的游戏文化和卓越的技术实力极大地促进了扩增实境 (AR) 技术在行动游戏中的成功推广。日本拥有极其强大的创新游戏开发传统,孕育了基于位置的 AR 游戏的兴起,例如《精灵宝可梦 Go》和《勇者斗恶龙 Walk》等游戏,展现了丰富的想像力。例如,2025 年 3 月,Niantic 宣布斥资 40 亿美元剥离大部分游戏工作室,专注于利用《精灵宝可梦 Go》玩家的资料创建地球的地面地理空间模型。这些游戏已成为一种文化现象,透过将虚拟元素与现实环境融合,吸引了多元化的受众,创造出能够引起休閒玩家和专业玩家共鸣的沉浸式体验。配备先进 AR 功能的智慧型手机的广泛普及是这一趋势的关键驱动因素,使广泛的受众群体能够享受精緻的游戏体验。这种普及不仅扩大了行动 AR 游戏的市场,还透过互动和基于位置的游戏机制增强了用户参与度。这些游戏的商业成功创造了巨大的经济价值,促进了日本乃至全球行动游戏产业的发展。此外,AR 游戏的流行也激发了进一步的创新,鼓励开发者探索融入 AR 技术的新途径,例如高级空间映射、实时多人游戏功能以及与其他数位平台的集成,从而不断革新游戏格局。

透过专用硬体平台扩展 AR 游戏

除了行动装置之外,日本透过 AR 头戴式耳机和眼镜等专用硬体平台,也见证了 AR 游戏的显着成长。这一成长源自于消费者对专用 AR 硬体所能提供的沉浸式游戏体验日益增长的需求。例如,2024 年,日本游戏週边市场规模超过 3.9139 亿美元,预计到 2033 年将达到 10.7748 亿美元,2025 年至 2033 年的复合年增长率为 12.83%。包括索尼和精工爱普生在内的日本主要公司正在积极投资 AR 硬体的开发,为竞争激烈的市场格局和 AR 游戏体验的持续演变做出了贡献。 AR 头戴式耳机的普及为游戏开启了新的可能性,提供手势追踪和空间感知等功能,从而增强了互动性和真实性。此外,AR 技术与游戏机和个人电脑等其他设备的集成,拓宽了 AR 游戏的可及性,吸引了多样化的用户群。 AR游戏透过专用硬体平台的扩张,标誌着游戏体验向更具沉浸感和互动性的转变,使日本处于AR游戏创新的前沿。这些趋势体现了日本致力于拥抱游戏领域的尖端技术,为消费者提供融合虚拟与现实世界的创新且引人入胜的体验。

日本扩增实境游戏市场区隔:

组件洞察:

  • 软体
  • 硬体

技术洞察:

  • 射频识别
  • 全球定位系统
  • 行动追踪
  • 其他的

设备洞察:

  • 智慧型手机
  • 头戴式显示器
  • 智慧眼镜

游戏类型洞察:

  • 赛车游戏
  • 冒险游戏
  • 格斗游戏
  • 射击游戏
  • 神秘惊悚游戏
  • 益智游戏
  • 科幻游戏
  • 其他的

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、竞争仪錶板和公司评估象限等竞争分析。此外,报告还提供了所有主要公司的详细资料。

本报告回答的关键问题:

  • 日本扩增实境游戏市场迄今表现如何?未来几年将如何表现?
  • 日本扩增实境游戏市场按组成部分的分布是怎样的?
  • 日本扩增实境游戏市场根据技术如何划分?
  • 日本扩增实境游戏市场根据设备如何划分?
  • 根据游戏类型,日本扩增实境游戏市场是如何分類的?
  • 日本扩增实境游戏市场按地区分類的分布如何?
  • 日本扩增实境游戏市场的价值链分为哪些阶段?
  • 日本扩增实境游戏的主要驱动因素和挑战是什么?
  • 日本扩增实境游戏市场的结构是怎么样的?主要参与者是谁?
  • 日本扩增实境游戏市场的竞争程度如何?

本报告回答的关键问题:

  • 日本扩增实境游戏市场迄今表现如何?未来几年将如何表现?
  • 日本扩增实境游戏市场按组成部分的分布是怎样的?
  • 日本扩增实境游戏市场根据技术如何划分?
  • 日本扩增实境游戏市场根据设备如何划分?
  • 根据游戏类型,日本扩增实境游戏市场是如何分類的?
  • 日本扩增实境游戏市场按地区分類的分布如何?
  • 日本扩增实境游戏市场的价值链分为哪些阶段?
  • 日本扩增实境游戏的主要驱动因素和挑战是什么?
  • 日本扩增实境游戏市场的结构是怎么样的?主要参与者是谁?
  • 日本扩增实境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:日本扩增实境游戏市场 - 简介

  • 概述
  • 市场动态
  • 产业趋势
  • 竞争情报

第五章:日本扩增实境游戏市场格局

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

第六章:日本扩增实境游戏市场-细分:按组件

  • 软体
    • 概述
  • 硬体
    • 概述

第七章:日本扩增实境游戏市场 - 细分:依技术

  • 射频识别
    • 概述
  • 全球定位系统
    • 概述
  • 行动追踪
    • 概述
  • 其他的

第八章:日本扩增实境游戏市场 - 细分:按设备

  • 智慧型手机
    • 概述
  • 头戴式显示器
    • 概述
  • 智慧眼镜
    • 概述

第九章:日本扩增实境游戏市场-细分:依游戏类型

  • 赛车游戏
    • 概述
  • 冒险游戏
    • 概述
  • 格斗游戏
    • 概述
  • 射击游戏
    • 概述
  • 神秘惊悚游戏
    • 概述
  • 益智游戏
    • 概述
  • 科幻游戏
    • 概述
  • 其他的

第十章:日本扩增实境游戏市场-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

  • 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

第 12 章:日本扩增实境游戏市场 - 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: SR112025A32153

The Japan augmented reality gaming market size reached USD 839.8 Million in 2024. Looking forward, IMARC Group expects the market to reach USD 6,688.7 Million by 2033, exhibiting a growth rate (CAGR) of 25.93% during 2025-2033. The market is witnessing significant growth, driven by the integration of AR technology into mobile gaming and the expansion of AR gaming through dedicated hardware platforms.

Japan Augmented Reality Gaming Market Trends:

Integration of AR Technology into Mobile Gaming

Japan's time-honored gaming culture and technological excellence have greatly facilitated the successful marketing of augmented reality (AR) technologies embedded into mobile games. With an exceptionally strong tradition of innovative game development, Japan has nurtured the emergence of location-based AR games whose titles like Pokemon Go and Dragon Quest Walk employ many imaginations. For instance, in March 2025, Niantic announced a $4 billion deal to spin off most of its gaming studio, focusing on creating a ground-level geospatial model of Earth using data from Pokemon Go players. These games have become cultural phenomena, engaging a diverse audience by blending virtual elements with real-world environments, creating immersive experiences that resonate with both casual and dedicated gamers. The widespread adoption of smartphones equipped with advanced AR capabilities has been a key driver of this trend, making sophisticated gaming experiences accessible to a broad demographic. This accessibility has not only expanded the market for mobile AR games but also enhanced user engagement through interactive and location-based gameplay mechanics. The commercial success of these titles has generated substantial economic value, contributing to the growth of the mobile gaming industry in Japan and globally. Moreover, the popularity of AR gaming has spurred further innovation, encouraging developers to explore new ways to incorporate AR technologies, such as advanced spatial mapping, real-time multiplayer features, and integration with other digital platforms, thus continuously evolving the gaming landscape.

Expansion of AR Gaming through Dedicated Hardware Platforms

Beyond mobile devices, Japan is witnessing significant growth in AR gaming through dedicated hardware platforms such as AR headsets and glasses. This growth is driven by consumers' increasing demand for immersive gaming experiences that dedicated AR hardware can provide. For instance, in 2024, Japan's gaming peripherals market exceeded US$ 391.39 million and is projected to reach US$ 1,077.48 million by 2033, growing at a CAGR of 12.83% from 2025 to 2033. Major Japanese companies, including Sony and Seiko Epson, are actively investing in the development of AR hardware, contributing to a competitive market landscape and the continuous evolution of AR gaming experiences. The adoption of AR headsets has opened new possibilities for gaming, offering features such as hand-tracking and spatial awareness, which enhance interactivity and realism. Additionally, the integration of AR technology into other devices, such as gaming consoles and personal computers, has broadened the accessibility of AR gaming, attracting a diverse user base. The expansion of AR gaming through dedicated hardware platforms signifies a shift towards more immersive and interactive gaming experiences, positioning Japan at the forefront of AR gaming innovation. These trends reflect Japan's commitment to embracing cutting-edge technologies in the gaming sector, offering consumers innovative and engaging experiences that blend the virtual and real worlds.

Japan Augmented Reality Gaming Market Segmentation:

Component Insights:

  • Software
  • Hardware

Technology Insights:

  • RFID
  • GPS
  • Mobile Tracking
  • Others

Device Insights:

  • Mobiles
  • HMDs
  • Smart Glasses

Game Type Insights:

  • Racing Games
  • Adventure Games
  • Fighting Games
  • Shooting Games
  • Mystery Thriller Games
  • Puzzle Games
  • Science Fiction Games
  • Others

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.

Key Questions Answered in This Report:

  • How has the Japan augmented reality gaming market performed so far and how will it perform in the coming years?
  • What is the breakup of the Japan augmented reality gaming market on the basis of component?
  • What is the breakup of the Japan augmented reality gaming market on the basis of technology?
  • What is the breakup of the Japan augmented reality gaming market on the basis of device?
  • What is the breakup of the Japan augmented reality gaming market on the basis of game type?
  • What is the breakup of the Japan augmented reality gaming market on the basis of region?
  • What are the various stages in the value chain of the Japan augmented reality gaming market?
  • What are the key driving factors and challenges in the Japan augmented reality gaming ?
  • What is the structure of the Japan augmented reality gaming market and who are the key players?
  • What is the degree of competition in the Japan augmented reality 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 Augmented Reality Gaming Market - Introduction

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

5 Japan Augmented Reality Gaming Market Landscape

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

6 Japan Augmented Reality Gaming Market - Breakup by Component

  • 6.1 Software
    • 6.1.1 Overview
    • 6.1.2 Historical and Current Market Trends (2019-2024)
    • 6.1.3 Market Forecast (2025-2033)
  • 6.2 Hardware
    • 6.2.1 Overview
    • 6.2.2 Historical and Current Market Trends (2019-2024)
    • 6.2.3 Market Forecast (2025-2033)

7 Japan Augmented Reality Gaming Market - Breakup by Technology

  • 7.1 RFID
    • 7.1.1 Overview
    • 7.1.2 Historical and Current Market Trends (2019-2024)
    • 7.1.3 Market Forecast (2025-2033)
  • 7.2 GPS
    • 7.2.1 Overview
    • 7.2.2 Historical and Current Market Trends (2019-2024)
    • 7.2.3 Market Forecast (2025-2033)
  • 7.3 Mobile Tracking
    • 7.3.1 Overview
    • 7.3.2 Historical and Current Market Trends (2019-2024)
    • 7.3.3 Market Forecast (2025-2033)
  • 7.4 Others
    • 7.4.1 Historical and Current Market Trends (2019-2024)
    • 7.4.2 Market Forecast (2025-2033)

8 Japan Augmented Reality Gaming Market - Breakup by Device

  • 8.1 Mobiles
    • 8.1.1 Overview
    • 8.1.2 Historical and Current Market Trends (2019-2024)
    • 8.1.3 Market Forecast (2025-2033)
  • 8.2 HMDs
    • 8.2.1 Overview
    • 8.2.2 Historical and Current Market Trends (2019-2024)
    • 8.2.3 Market Forecast (2025-2033)
  • 8.3 Smart Glasses
    • 8.3.1 Overview
    • 8.3.2 Historical and Current Market Trends (2019-2024)
    • 8.3.3 Market Forecast (2025-2033)

9 Japan Augmented Reality Gaming Market - Breakup by Game Type

  • 9.1 Racing Games
    • 9.1.1 Overview
    • 9.1.2 Historical and Current Market Trends (2019-2024)
    • 9.1.3 Market Forecast (2025-2033)
  • 9.2 Adventure Games
    • 9.2.1 Overview
    • 9.2.2 Historical and Current Market Trends (2019-2024)
    • 9.2.3 Market Forecast (2025-2033)
  • 9.3 Fighting Games
    • 9.3.1 Overview
    • 9.3.2 Historical and Current Market Trends (2019-2024)
    • 9.3.3 Market Forecast (2025-2033)
  • 9.4 Shooting Games
    • 9.4.1 Overview
    • 9.4.2 Historical and Current Market Trends (2019-2024)
    • 9.4.3 Market Forecast (2025-2033)
  • 9.5 Mystery Thriller Games
    • 9.5.1 Overview
    • 9.5.2 Historical and Current Market Trends (2019-2024)
    • 9.5.3 Market Forecast (2025-2033)
  • 9.6 Puzzle Games
    • 9.6.1 Overview
    • 9.6.2 Historical and Current Market Trends (2019-2024)
    • 9.6.3 Market Forecast (2025-2033)
  • 9.7 Science Fiction Games
    • 9.7.1 Overview
    • 9.7.2 Historical and Current Market Trends (2019-2024)
    • 9.7.3 Market Forecast (2025-2033)
  • 9.8 Others
    • 9.8.1 Historical and Current Market Trends (2019-2024)
    • 9.8.2 Market Forecast (2025-2033)

10 Japan Augmented Reality 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 Company A
    • 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 Company B
    • 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 Company C
    • 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 Company D
    • 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 Company E
    • 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

12 Japan Augmented Reality 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