封面
市场调查报告书
商品编码
1905580

日本游戏机市场报告(按类型(家用游戏机、掌机、混合型游戏机、专用游戏机及其他)、应用(游戏、非游戏)、最终用途(住宅、商业)和地区划分,2026-2034)

Japan Gaming Console Market Report by Type (Home Consoles, Handheld Consoles, Hybrid Consoles, Dedicated Consoles, and Others), Application (Gaming, Non-Gaming), End Use (Residential, Commercial), and Region 2026-2034

出版日期: | 出版商: IMARC | 英文 118 Pages | 商品交期: 5-7个工作天内

价格
简介目录

2025年,日本游戏机市场规模达33亿美元。展望未来, IMARC Group预计到2034年,该市场规模将达到72亿美元,2026年至2034年间的复合年增长率(CAGR)为9.01%。推动市场成长的因素众多,包括电竞日益普及、知名电竞赛事的推出(这些赛事往往得到主要利害关係人的支持)以及社群媒体平台和游戏社群影响力人物的崛起。

本报告解答的关键问题:

  • 日本游戏机市场目前的表现如何?未来几年又将如何发展?
  • 新冠疫情对日本游戏机市场产生了哪些影响?
  • 日本游戏机市场按类型分類的组成是怎样的?
  • 日本游戏机市场按应用领域分類的组成是怎样的?
  • 日本游戏机市场依最终用途分類的组成是怎样的?
  • 日本游戏机市场价值链的各个阶段有哪些?
  • 日本游戏机市场的主要驱动因素和挑战是什么?
  • 日本游戏机市场的结构是怎么样的?主要参与者有哪些?
  • 日本游戏机市场的竞争程度如何?

目录

第一章:序言

第二章:范围与方法

  • 研究目标
  • 利害关係人
  • 数据来源
  • 市场估算
  • 预测方法

第三章:执行概要

第四章:日本游戏机市场-简介

  • 概述
  • 市场动态
  • 产业趋势
  • 竞争情报

第五章:日本游戏机市场概况

  • 历史及当前市场趋势(2020-2025)
  • 市场预测(2026-2034)

第六章:日本游戏机市场-按类型划分

  • 家用游戏机
  • 掌上型游戏机
  • 混合型主机
  • 专用游戏机
  • 其他的

第七章:日本游戏机市场-依应用领域划分

  • 赌博
  • 非游戏

第八章:日本游戏机市场-依最终用途划分

  • 住宅
  • 商业的

第九章:日本游戏机市场-按地区划分

  • 关东地区
  • 关西/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

第十章:日本游戏机市场-竞争格局

  • 概述
  • 市场结构
  • 市场参与者定位
  • 最佳制胜策略
  • 竞争格局分析
  • 公司评估象限

第十一章:关键参与者简介

第十二章:日本游戏机市场-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

第十三章:附录

简介目录
Product Code: SR112026A21703

Japan gaming console market size reached USD 3.3 Billion in 2025. Looking forward, IMARC Group expects the market to reach USD 7.2 Billion by 2034, exhibiting a growth rate (CAGR) of 9.01% during 2026-2034. The market is witnessing growth driven by several significant factors, including the increasing widespread appeal of esports, the introduction of prominent esports competitions often supported by major stakeholders, and the emergence of social media platforms and influential figures within the gaming community.

A gaming console is a specialized computing device primarily intended for engaging in video games. In contrast to a personal computer, which serves a multitude of purposes, a gaming console is purpose-built to excel in rendering graphics, executing game mechanics, and delivering a seamless interactive gaming experience. Typically, this device comprises a central unit that connects to a display screen, such as a television, and one or more controllers for user input. Over time, gaming consoles have undergone evolution to encompass various features like internet connectivity, digital content downloads, and integration with social media, thus transforming into versatile entertainment centers. Moreover, they establish their unique ecosystem comprising exclusive games, online services, and accompanying accessories. The user-friendly interface, plug-and-play convenience, and curated selection of games render gaming consoles a favored choice for both casual and dedicated gamers alike.

Japan Gaming Console Market Trends:

The Japan gaming console market is significantly influenced by the surging popularity of Esports, which involves competitive video gaming among a broad audience. Gaming consoles play a pivotal role in facilitating this trend, providing a standardized platform that ensures fair competition among players. The market is further energized by the hosting of high-profile esports tournaments, often backed by major industry players or third-party organizations, resulting in substantial media exposure and substantial prize pools. The desire to compete at a professional level has driven consumer demand for high-performance gaming consoles, characterized by top-tier processing speeds, minimal latency, and exceptional graphical capabilities. Additionally, the swift sell-out of limited edition consoles and exclusive game releases indicates consumers' willingness to invest in premium gaming experiences. This increased consumer spending has provided the industry with additional resources for research and development, production, and marketing, further propelling market expansion. Moreover, the market benefits from the growing presence of social media platforms and gaming influencers who actively promote video games. Additionally, the increasing integration between gaming consoles and other smart devices is expected to create a positive outlook for the market in the coming years.

Japan Gaming Console Market Segmentation:

Type Insights:

  • Home Consoles
  • Handheld Consoles
  • Hybrid Consoles
  • Dedicated Consoles
  • Others

Application Insights:

  • Gaming
  • Non-Gaming

End Use Insights:

  • Residential
  • Commercial

Regional Insights:

  • Kanto Region
  • Kansai/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, Kansai/Kinki Region, Central/ Chubu Region, Kyushu-Okinawa Region, Tohoku Region, Chugoku Region, Hokkaido Region, and Shikoku Region.

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 companies have been provided.

Key Questions Answered in This Report:

  • How has the Japan gaming console 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 console market?
  • What is the breakup of the Japan gaming console market on the basis of type?
  • What is the breakup of the Japan gaming console market on the basis of application?
  • What is the breakup of the Japan gaming console market on the basis of end use?
  • What are the various stages in the value chain of the Japan gaming console market?
  • What are the key driving factors and challenges in the Japan gaming console?
  • What is the structure of the Japan gaming console market and who are the key players?
  • What is the degree of competition in the Japan gaming console 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 Console Market - Introduction

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

5 Japan Gaming Console Market Landscape

  • 5.1 Historical and Current Market Trends (2020-2025)
  • 5.2 Market Forecast (2026-2034)

6 Japan Gaming Console Market - Breakup by Type

  • 6.1 Home Consoles
    • 6.1.1 Overview
    • 6.1.2 Historical and Current Market Trends (2020-2025)
    • 6.1.3 Market Forecast (2026-2034)
  • 6.2 Handheld Consoles
    • 6.2.1 Overview
    • 6.2.2 Historical and Current Market Trends (2020-2025)
    • 6.2.3 Market Forecast (2026-2034)
  • 6.3 Hybrid Consoles
    • 6.3.1 Overview
    • 6.3.2 Historical and Current Market Trends (2020-2025)
    • 6.3.3 Market Forecast (2026-2034)
  • 6.4 Dedicated Consoles
    • 6.4.1 Overview
    • 6.4.2 Historical and Current Market Trends (2020-2025)
    • 6.4.3 Market Forecast (2026-2034)
  • 6.5 Others
    • 6.5.1 Historical and Current Market Trends (2020-2025)
    • 6.5.2 Market Forecast (2026-2034)

7 Japan Gaming Console Market - Breakup by Application

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

8 Japan Gaming Console Market - Breakup by End Use

  • 8.1 Residential
    • 8.1.1 Overview
    • 8.1.2 Historical and Current Market Trends (2020-2025)
    • 8.1.3 Market Forecast (2026-2034)
  • 8.2 Commercial
    • 8.2.1 Overview
    • 8.2.2 Historical and Current Market Trends (2020-2025)
    • 8.2.3 Market Forecast (2026-2034)

9 Japan Gaming Console Market - Breakup by Region

  • 9.1 Kanto Region
    • 9.1.1 Overview
    • 9.1.2 Historical and Current Market Trends (2020-2025)
    • 9.1.3 Market Breakup by Type
    • 9.1.4 Market Breakup by Application
    • 9.1.5 Market Breakup by End Use
    • 9.1.6 Key Players
    • 9.1.7 Market Forecast (2026-2034)
  • 9.2 Kansai/Kinki Region
    • 9.2.1 Overview
    • 9.2.2 Historical and Current Market Trends (2020-2025)
    • 9.2.3 Market Breakup by Type
    • 9.2.4 Market Breakup by Application
    • 9.2.5 Market Breakup by End Use
    • 9.2.6 Key Players
    • 9.2.7 Market Forecast (2026-2034)
  • 9.3 Central/ Chubu Region
    • 9.3.1 Overview
    • 9.3.2 Historical and Current Market Trends (2020-2025)
    • 9.3.3 Market Breakup by Type
    • 9.3.4 Market Breakup by Application
    • 9.3.5 Market Breakup by End Use
    • 9.3.6 Key Players
    • 9.3.7 Market Forecast (2026-2034)
  • 9.4 Kyushu-Okinawa Region
    • 9.4.1 Overview
    • 9.4.2 Historical and Current Market Trends (2020-2025)
    • 9.4.3 Market Breakup by Type
    • 9.4.4 Market Breakup by Application
    • 9.4.5 Market Breakup by End Use
    • 9.4.6 Key Players
    • 9.4.7 Market Forecast (2026-2034)
  • 9.5 Tohoku Region
    • 9.5.1 Overview
    • 9.5.2 Historical and Current Market Trends (2020-2025)
    • 9.5.3 Market Breakup by Type
    • 9.5.4 Market Breakup by Application
    • 9.5.5 Market Breakup by End Use
    • 9.5.6 Key Players
    • 9.5.7 Market Forecast (2026-2034)
  • 9.6 Chugoku Region
    • 9.6.1 Overview
    • 9.6.2 Historical and Current Market Trends (2020-2025)
    • 9.6.3 Market Breakup by Type
    • 9.6.4 Market Breakup by Application
    • 9.6.5 Market Breakup by End Use
    • 9.6.6 Key Players
    • 9.6.7 Market Forecast (2026-2034)
  • 9.7 Hokkaido Region
    • 9.7.1 Overview
    • 9.7.2 Historical and Current Market Trends (2020-2025)
    • 9.7.3 Market Breakup by Type
    • 9.7.4 Market Breakup by Application
    • 9.7.5 Market Breakup by End Use
    • 9.7.6 Key Players
    • 9.7.7 Market Forecast (2026-2034)
  • 9.8 Shikoku Region
    • 9.8.1 Overview
    • 9.8.2 Historical and Current Market Trends (2020-2025)
    • 9.8.3 Market Breakup by Type
    • 9.8.4 Market Breakup by Application
    • 9.8.5 Market Breakup by End Use
    • 9.8.6 Key Players
    • 9.8.7 Market Forecast (2026-2034)

10 Japan Gaming Console 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 Product Portfolio
    • 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 Product Portfolio
    • 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 Product Portfolio
    • 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 Product Portfolio
    • 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 Product Portfolio
    • 11.5.3 Business Strategies
    • 11.5.4 SWOT Analysis
    • 11.5.5 Major News and Events

12 Japan Gaming Console 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