封面
市场调查报告书
商品编码
1905589

日本游戏化学习市场报告(按平台(线上、线下)、收入类型(游戏购买、广告及其他)、最终用户(K-12游戏化学习、高等教育游戏化学习)和地区划分,2026-2034年)

Japan Game Based Learning Market Report by Platform (Online, Offline), Revenue Type (Game Purchase, Advertising, and Others), End User (K-12 Game-Based Learning, Higher Game-Based Learning), and Region 2026-2034

出版日期: | 出版商: IMARC | 英文 116 Pages | 商品交期: 5-7个工作天内

价格
简介目录

2025年,日本游戏化学习市场规模达10.453亿美元。展望未来, IMARC Group预计到2034年,该市场规模将达到52.144亿美元,2026年至2034年间的复合年增长率(CAGR)将达到19.55%。推动市场成长的因素众多,包括对沉浸式学习体验日益增长的需求、对提升教育效果的追求、个人化和自适应学习方法的推广、企业培训和技能提升计划的实施,以及智慧型手机使用量的不断增长。

本报告解答的关键问题:

  • 日本游戏化学习市场目前表现如何?未来几年又将如何发展?
  • 新冠疫情对日本游戏化学习市场产生了哪些影响?
  • 日本游戏化学习市场依平台分類的组成是怎样的?
  • 日本游戏化学习市场依收入类型分類的组成是怎样的?
  • 日本游戏化学习市场依最终用户分類的组成是怎样的?
  • 日本游戏化学习市场价值链的各个阶段有哪些?
  • 日本游戏化学习的关键驱动因素和挑战是什么?
  • 日本游戏化学习市场的结构是怎么样的?主要参与者有哪些?
  • 日本游戏化学习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:日本游戏化学习市场-简介

  • 概述
  • 市场动态
  • 产业趋势
  • 竞争情报

第五章:日本游戏化学习市场概况

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

第六章:日本游戏化学习市场-依平台划分

  • 在线的
  • 离线

第七章:日本游戏化学习市场-依收入类型划分

  • 游戏购买
  • 广告
  • 其他的

第八章:日本游戏化学习市场-以最终用户划分

  • K-12游戏化学习
  • 高等游戏化学习

第九章:日本游戏化学习市场-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:日本游戏化学习市场-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:日本游戏化学习市场-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: SR112026A18028

Japan game based learning market size reached USD 1,045.3 Million in 2025. Looking forward, IMARC Group expects the market to reach USD 5,214.4 Million by 2034, exhibiting a growth rate (CAGR) of 19.55% during 2026-2034. The market is being driven by several significant factors, including a growing need for more immersive learning experiences, improved educational results, personalized and adaptive learning approaches, corporate training and skill enhancement initiatives, and the increasing prevalence of smartphone use

Game-based learning is an educational strategy that employs interactive games to facilitate the process of learning and skill acquisition. Within this framework, learners participate in game scenarios and activities that have been specifically designed to align with defined educational goals. By incorporating game elements such as challenges, rewards, and progression, this approach motivates participants to actively engage in the learning journey. The primary objective of game-based learning is to enrich the learning experience by encouraging active participation, honing problem-solving abilities, and fostering critical thinking skills. Through immersion in a dynamic and interactive environment, learners are prompted to explore, experiment, and apply acquired knowledge in real-world contexts. This methodology proves particularly advantageous in deepening comprehension of intricate concepts and promoting knowledge retention. Game-based learning has garnered widespread acclaim across diverse sectors, including formal education, corporate training, and professional development initiatives. Its efficacy is rooted in its capacity to render learning enjoyable and pertinent, ultimately resulting in heightened knowledge retention and enhanced performance outcomes.

Japan Game Based Learning Market Trends:

The game-based learning market in Japan is experiencing notable growth, driven by several key factors. There is an increasing recognition of the benefits of interactive gaming as an educational tool, particularly in enhancing engagement and fostering critical thinking among learners. Additionally, educational institutions, including schools and universities, are incorporating game-based learning methods into their curricula to create dynamic and immersive learning experiences, which is acting as another significant growth-inducing factor. Furthermore, the corporate sector is adopting game-based training programs to enhance employee skills and productivity. Besides this, with the widespread availability of smartphones and digital devices, game-based learning is becoming more accessible and convenient, further fueling its adoption. The market is witnessing innovations in game design and technology to align with educational objectives, making it a valuable component of Japan's educational landscape and professional development initiatives.

Japan Game Based Learning Market Segmentation:

Platform Insights:

  • Online
  • Offline

Revenue Type Insights:

  • Game Purchase
  • Advertising
  • Others

End User Insights:

  • K-12 Game-Based Learning
  • Higher Game-Based Learning

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 game based learning market performed so far and how will it perform in the coming years?
  • What has been the impact of COVID-19 on the Japan game based learning market?
  • What is the breakup of the Japan game based learning market on the basis of platform?
  • What is the breakup of the Japan game based learning market on the basis of revenue type?
  • What is the breakup of the Japan game based learning market on the basis of end user?
  • What are the various stages in the value chain of the Japan game based learning market?
  • What are the key driving factors and challenges in the Japan game based learning?
  • What is the structure of the Japan game based learning market and who are the key players?
  • What is the degree of competition in the Japan game based learning 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 Game Based Learning Market - Introduction

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

5 Japan Game Based Learning Market Landscape

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

6 Japan Game Based Learning Market - Breakup by Platform

  • 6.1 Online
    • 6.1.1 Overview
    • 6.1.2 Historical and Current Market Trends (2020-2025)
    • 6.1.3 Market Forecast (2026-2034)
  • 6.2 Offline
    • 6.2.1 Overview
    • 6.2.2 Historical and Current Market Trends (2020-2025)
    • 6.2.3 Market Forecast (2026-2034)

7 Japan Game Based Learning Market - Breakup by Revenue Type

  • 7.1 Game Purchase
    • 7.1.1 Overview
    • 7.1.2 Historical and Current Market Trends (2020-2025)
    • 7.1.3 Market Forecast (2026-2034)
  • 7.2 Advertising
    • 7.2.1 Overview
    • 7.2.2 Historical and Current Market Trends (2020-2025)
    • 7.2.3 Market Forecast (2026-2034)
  • 7.3 Others
    • 7.3.1 Historical and Current Market Trends (2020-2025)
    • 7.3.2 Market Forecast (2026-2034)

8 Japan Game Based Learning Market - Breakup by End User

  • 8.1 K-12 Game-Based Learning
    • 8.1.1 Overview
    • 8.1.2 Historical and Current Market Trends (2020-2025)
    • 8.1.3 Market Forecast (2026-2034)
  • 8.2 Higher Game-Based Learning
    • 8.2.1 Overview
    • 8.2.2 Historical and Current Market Trends (2020-2025)
    • 8.2.3 Market Forecast (2026-2034)

9 Japan Game Based Learning 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 Platform
    • 9.1.4 Market Breakup by Revenue Type
    • 9.1.5 Market Breakup by End User
    • 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 Platform
    • 9.2.4 Market Breakup by Revenue Type
    • 9.2.5 Market Breakup by End User
    • 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 Platform
    • 9.3.4 Market Breakup by Revenue Type
    • 9.3.5 Market Breakup by End User
    • 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 Platform
    • 9.4.4 Market Breakup by Revenue Type
    • 9.4.5 Market Breakup by End User
    • 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 Platform
    • 9.5.4 Market Breakup by Revenue Type
    • 9.5.5 Market Breakup by End User
    • 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 Platform
    • 9.6.4 Market Breakup by Revenue Type
    • 9.6.5 Market Breakup by End User
    • 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 Platform
    • 9.7.4 Market Breakup by Revenue Type
    • 9.7.5 Market Breakup by End User
    • 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 Platform
    • 9.8.4 Market Breakup by Revenue Type
    • 9.8.5 Market Breakup by End User
    • 9.8.6 Key Players
    • 9.8.7 Market Forecast (2026-2034)

10 Japan Game Based Learning 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 Game Based Learning 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