封面
市场调查报告书
商品编码
1922770

日本扩增实境(AR)游戏市场规模、份额、趋势及预测(按组件、技术、设备、游戏类型和地区划分,2026-2034年)

Japan Augmented Reality Gaming Market Size, Share, Trends and Forecast by Component, Technology, Device, Game Type, and Region, 2026-2034

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

2025年,日本扩增实境达10.576亿美元。 IMARC集团预测,到2034年,该市场规模将达到76.74亿美元,2026年至2034年的复合年增长率(CAGR)为24.63%。该市场之所以能够实现显着成长,主要得益于AR技术在行动游戏中的融合,以及AR游戏透过专用硬体平台的扩展。

日本扩增实境(AR)游戏市场的发展趋势:

将AR技术整合到手机游戏中

日本的传统游戏文化和强大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应用。凭藉着深厚的创新游戏开发传统,日本孕育了基于位置的AR游戏,例如《精灵宝可梦GO》和《勇者斗恶龙Walk》等作品,吸引了许多玩家的目光。例如,2025年3月,Niantic宣布了一项价值40亿美元的交易,计划剥离其游戏工作室的大部分业务,专注于利用《精灵宝可梦GO》玩家的数据构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世界环境结合,吸引了不同年龄层和背景的玩家,提供身临其境型体验,让休閒玩家和核心玩家都为之着迷。智慧型手机的普及,尤其是具备先进AR功能的智慧型手机,是推动这一趋势的主要动力,使广大用户能够体验到更丰富的游戏内容。这种普及不仅扩大了行动AR游戏的市场,也透过互动式的、基于位置的游戏机制提升了用户参与。这些游戏的商业性成功推动了日本乃至全球行动游戏产业的发展,创造了巨大的经济价值。此外,AR游戏的流行也刺激了进一步的创新,推动了AR技术新应用方式的开发,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整合,从而持续推动游戏产业的演进。

透过专用硬体平台扩展AR游戏

除了行动装置之外,日本的AR游戏也正透过AR头戴装置和眼镜等专用硬体平台实现显着成长。这一增长源自于消费者对专用AR硬体所能提供的身临其境型游戏体验日益增长的需求。例如,预计到2024年,日本游戏周边设备市场规模将超过3.9139亿美元,并在2025年至2033年间以12.83%的复合年增长率增长,到2033年达到10.7748亿美元。包括SONY和精工Epson在内的主要企业正积极投资AR硬体研发,推动市场竞争格局和AR游戏体验的持续发展。 AR头戴装置的广泛应用透过提供手部侦测和空间感知等功能,为游戏开启了新的可能性,提高了互动性和真实感。此外,AR技术与其他设备(例如游戏主机和个人电脑)的集成,正在扩大AR游戏的普及范围,并吸引更多不同类型的用户。透过专用硬体平台拓展AR游戏,标誌着游戏体验正朝着更具沉浸感和互动性的方向发展,也使日本在AR游戏创新领域处于领先地位。这些趋势反映了日本致力于在游戏领域积极采用最尖端科技,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。

本报告解答的关键问题

  • 日本扩增实境(AR)游戏市场目前发展状况如何?未来几年又将如何发展?
  • 日本扩增实境游戏市场按组件是如何细分的?
  • 日本扩增实境游戏市场按技术分類的组成是怎样的?
  • 日本扩增实境游戏市场按设备分類的市场区隔如何?
  • 日本扩增实境游戏市场按游戏类型分類的构成比是怎样的?
  • 日本扩增实境游戏市场按地区分類的情况如何?
  • 请介绍日本扩增实境游戏市场价值链的各个环节。
  • 日本扩增实境游戏市场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?主要参与者有哪些?
  • 日本扩增实境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:日本扩增实境(AR)游戏市场:简介

  • 概述
  • 市场动态
  • 产业趋势
  • 竞争资讯

第五章:日本扩增实境(AR)游戏市场:现状

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

第六章 日本扩增实境(AR)游戏市场-按组成部分细分

  • 软体
  • 硬体

第七章 日本扩增实境(AR)游戏市场-依技术细分

  • RFID
  • GPS
  • 行动追踪
  • 其他的

第八章 日本扩增实境(AR)游戏市场-按设备细分

  • 行动装置
  • 头戴式显示器(HMD)
  • 智慧眼镜

第九章 日本扩增实境(AR)游戏市场-按游戏类型划分

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

第十章:日本扩增实境(AR)游戏市场:按地区划分

  • 关东地区
  • 关西、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

第十一章:日本扩增实境(AR)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

第十二章主要企业概况

第十三章:日本扩增实境(AR)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

第十四章附录

简介目录
Product Code: SR112026A32153

The Japan augmented reality gaming market size reached USD 1,057.6 Million in 2025 . Looking forward, IMARC Group expects the market to reach USD 7,674.0 Million by 2034, exhibiting a growth rate (CAGR) of 24.63 % during 2026-2034. 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.

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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
  • Software
  • Hardware

Technology Insights:

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  • RFID
  • GPS
  • Mobile Tracking
  • Others
  • RFID
  • GPS
  • Mobile Tracking
  • Others

Device Insights:

  • Mobiles
  • HMDs
  • Smart Glasses
  • Mobiles
  • HMDs
  • Smart Glasses

Game Type Insights:

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

Regional Insights:

  • Kanto Region
  • Kansai/Kinki Region
  • Central/ Chubu Region
  • Kyushu-Okinawa Region
  • Tohoku Region
  • Chugoku Region
  • Hokkaido Region
  • Shikoku Region
  • 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. 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 (2020-2025)
  • 5.2 Market Forecast (2026-2034)

6 Japan Augmented Reality Gaming Market - Breakup by Component

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

7 Japan Augmented Reality Gaming Market - Breakup by Technology

  • 7.1 RFID
    • 7.1.1 Overview
    • 7.1.2 Historical and Current Market Trends (2020-2025)
    • 7.1.3 Market Forecast (2026-2034)
  • 7.2 GPS
    • 7.2.1 Overview
    • 7.2.2 Historical and Current Market Trends (2020-2025)
    • 7.2.3 Market Forecast (2026-2034)
  • 7.3 Mobile Tracking
    • 7.3.1 Overview
    • 7.3.2 Historical and Current Market Trends (2020-2025)
    • 7.3.3 Market Forecast (2026-2034)
  • 7.4 Others
    • 7.4.1 Historical and Current Market Trends (2020-2025)
    • 7.4.2 Market Forecast (2026-2034)

8 Japan Augmented Reality Gaming Market - Breakup by Device

  • 8.1 Mobiles
    • 8.1.1 Overview
    • 8.1.2 Historical and Current Market Trends (2020-2025)
    • 8.1.3 Market Forecast (2026-2034)
  • 8.2 HMDs
    • 8.2.1 Overview
    • 8.2.2 Historical and Current Market Trends (2020-2025)
    • 8.2.3 Market Forecast (2026-2034)
  • 8.3 Smart Glasses
    • 8.3.1 Overview
    • 8.3.2 Historical and Current Market Trends (2020-2025)
    • 8.3.3 Market Forecast (2026-2034)

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 (2020-2025)
    • 9.1.3 Market Forecast (2026-2034)
  • 9.2 Adventure Games
    • 9.2.1 Overview
    • 9.2.2 Historical and Current Market Trends (2020-2025)
    • 9.2.3 Market Forecast (2026-2034)
  • 9.3 Fighting Games
    • 9.3.1 Overview
    • 9.3.2 Historical and Current Market Trends (2020-2025)
    • 9.3.3 Market Forecast (2026-2034)
  • 9.4 Shooting Games
    • 9.4.1 Overview
    • 9.4.2 Historical and Current Market Trends (2020-2025)
    • 9.4.3 Market Forecast (2026-2034)
  • 9.5 Mystery Thriller Games
    • 9.5.1 Overview
    • 9.5.2 Historical and Current Market Trends (2020-2025)
    • 9.5.3 Market Forecast (2026-2034)
  • 9.6 Puzzle Games
    • 9.6.1 Overview
    • 9.6.2 Historical and Current Market Trends (2020-2025)
    • 9.6.3 Market Forecast (2026-2034)
  • 9.7 Science Fiction Games
    • 9.7.1 Overview
    • 9.7.2 Historical and Current Market Trends (2020-2025)
    • 9.7.3 Market Forecast (2026-2034)
  • 9.8 Others
    • 9.8.1 Historical and Current Market Trends (2020-2025)
    • 9.8.2 Market Forecast (2026-2034)

10 Japan Augmented Reality Gaming Market - Breakup by Region

  • 10.1 Kanto Region
    • 10.1.1 Overview
    • 10.1.2 Historical and Current Market Trends (2020-2025)
    • 10.1.3 Market Breakup by Component
    • 10.1.4 Market Breakup by Technology
    • 10.1.5 Market Breakup by Device
    • 10.1.6 Market Breakup by Game Type
    • 10.1.7 Key Players
    • 10.1.8 Market Forecast (2026-2034)
  • 10.2 Kansai/Kinki Region
    • 10.2.1 Overview
    • 10.2.2 Historical and Current Market Trends (2020-2025)
    • 10.2.3 Market Breakup by Component
    • 10.2.4 Market Breakup by Technology
    • 10.2.5 Market Breakup by Device
    • 10.2.6 Market Breakup by Game Type
    • 10.2.7 Key Players
    • 10.2.8 Market Forecast (2026-2034)
  • 10.3 Central/ Chubu Region
    • 10.3.1 Overview
    • 10.3.2 Historical and Current Market Trends (2020-2025)
    • 10.3.3 Market Breakup by Component
    • 10.3.4 Market Breakup by Technology
    • 10.3.5 Market Breakup by Device
    • 10.3.6 Market Breakup by Game Type
    • 10.3.7 Key Players
    • 10.3.8 Market Forecast (2026-2034)
  • 10.4 Kyushu-Okinawa Region
    • 10.4.1 Overview
    • 10.4.2 Historical and Current Market Trends (2020-2025)
    • 10.4.3 Market Breakup by Component
    • 10.4.4 Market Breakup by Technology
    • 10.4.5 Market Breakup by Device
    • 10.4.6 Market Breakup by Game Type
    • 10.4.7 Key Players
    • 10.4.8 Market Forecast (2026-2034)
  • 10.5 Tohoku Region
    • 10.5.1 Overview
    • 10.5.2 Historical and Current Market Trends (2020-2025)
    • 10.5.3 Market Breakup by Component
    • 10.5.4 Market Breakup by Technology
    • 10.5.5 Market Breakup by Device
    • 10.5.6 Market Breakup by Game Type
    • 10.5.7 Key Players
    • 10.5.8 Market Forecast (2026-2034)
  • 10.6 Chugoku Region
    • 10.6.1 Overview
    • 10.6.2 Historical and Current Market Trends (2020-2025)
    • 10.6.3 Market Breakup by Component
    • 10.6.4 Market Breakup by Technology
    • 10.6.5 Market Breakup by Device
    • 10.6.6 Market Breakup by Game Type
    • 10.6.7 Key Players
    • 10.6.8 Market Forecast (2026-2034)
  • 10.7 Hokkaido Region
    • 10.7.1 Overview
    • 10.7.2 Historical and Current Market Trends (2020-2025)
    • 10.7.3 Market Breakup by Component
    • 10.7.4 Market Breakup by Technology
    • 10.7.5 Market Breakup by Device
    • 10.7.6 Market Breakup by Game Type
    • 10.7.7 Key Players
    • 10.7.8 Market Forecast (2026-2034)
  • 10.8 Shikoku Region
    • 10.8.1 Overview
    • 10.8.2 Historical and Current Market Trends (2020-2025)
    • 10.8.3 Market Breakup by Component
    • 10.8.4 Market Breakup by Technology
    • 10.8.5 Market Breakup by Device
    • 10.8.6 Market Breakup by Game Type
    • 10.8.7 Key Players
    • 10.8.8 Market Forecast (2026-2034)

11 Japan Augmented Reality Gaming Market - Competitive Landscape

  • 11.1 Overview
  • 11.2 Market Structure
  • 11.3 Market Player Positioning
  • 11.4 Top Winning Strategies
  • 11.5 Competitive Dashboard
  • 11.6 Company Evaluation Quadrant

12 Profiles of Key Players

  • 12.1 Company A
    • 12.1.1 Business Overview
    • 12.1.2 Services Offered
    • 12.1.3 Business Strategies
    • 12.1.4 SWOT Analysis
    • 12.1.5 Major News and Events
  • 12.2 Company B
    • 12.2.1 Business Overview
    • 12.2.2 Services Offered
    • 12.2.3 Business Strategies
    • 12.2.4 SWOT Analysis
    • 12.2.5 Major News and Events
  • 12.3 Company C
    • 12.3.1 Business Overview
    • 12.3.2 Services Offered
    • 12.3.3 Business Strategies
    • 12.3.4 SWOT Analysis
    • 12.3.5 Major News and Events
  • 12.4 Company D
    • 12.4.1 Business Overview
    • 12.4.2 Services Offered
    • 12.4.3 Business Strategies
    • 12.4.4 SWOT Analysis
    • 12.4.5 Major News and Events
  • 12.5 Company E
    • 12.5.1 Business Overview
    • 12.5.2 Services Offered
    • 12.5.3 Business Strategies
    • 12.5.4 SWOT Analysis
    • 12.5.5 Major News and Events

13 Japan Augmented Reality Gaming Market - Industry Analysis

  • 13.1 Drivers, Restraints, and Opportunities
    • 13.1.1 Overview
    • 13.1.2 Drivers
    • 13.1.3 Restraints
    • 13.1.4 Opportunities
  • 13.2 Porters Five Forces Analysis
    • 13.2.1 Overview
    • 13.2.2 Bargaining Power of Buyers
    • 13.2.3 Bargaining Power of Suppliers
    • 13.2.4 Degree of Competition
    • 13.2.5 Threat of New Entrants
    • 13.2.6 Threat of Substitutes
  • 13.3 Value Chain Analysis

14 Appendix