The Japan video games market was valued at $10836.3 million in 2016 and is expected to reach $13790.8 million by 2025, growing at a CAGR of 2.59% during the forecast period of 2017-2025. F2P mobile games have been very popular in Japan on account of them being inexpensive and convenient to play. A large number of Japanese consumers play games on-the-go on train or bus ride, or in their spare time which reflects their busy lifestyles. This is more prominently observed in urban areas, where most of the consumers have to commute to their workplaces and schools via public transport.

JAPAN VIDEO GAMES MARKET FORECAST 2017-2025

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The Japan video games market was valued at $10836.3 million in 2016 and is expected to reach $13790.8 million by 2025, growing at a CAGR of 2.59% during the forecast period of 2017-2025. F2P mobile games have been very popular in Japan on account of them being inexpensive and convenient to play. A large number of Japanese consumers play games on-the-go on train or bus ride, or in their spare time which reflects their busy lifestyles. This is more prominently observed in urban areas, where most of the consumers have to commute to their workplaces and schools via public transport. Taking account of this consumer trend, the commercially successful mobile games titles are now developing games that require only a minute or two to play.

The Japan video games market is segmented on the basis of hardware and software video games. A rising demand for software games has led to the decline in hardware games sales. The Software segment is the dominant shareholder of the two and is expected to continue its dominance over the forecast period. The growth of digitally downloaded console games is expected to continue over the forecast period. On account of the limited market opportunities, some game developers have now started to explore other product categories using their game characters. Also, the market growth for mobile games in Japan is expected to be slower over the forecast period.

The prominent companies in the market include Riot Games Inc, Nintendo, Bandai Namco, Sony Corp, King Digital Entertainment Plc, Ubisoft Entertainment Ltd and Microsoft Corp.

 

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    1. RESEARCH SCOPE
      • STUDY GOALS
      • SCOPE OF MARKET STUDY
      • WHO WILL FIND THIS REPORT USEFUL?
      • STUDY AND FORECASTING YEARS
    2. RESEARCH METHODOLOGY
      • SOURCES OF DATA
        • SECONDARY DATA
        • PRIMARY DATA
      • TOP DOWN APPROACH
      • BOTTOM-UP APPROACH
      • DATA TRIANGULATION
    3. EXECUTIVE SUMMARY
    4. MARKET DETERMINANTS
      • MARKET DRIVERS
        • GROWING DEMAND FOR ONLINE GAMES
        • GAMES CATERING TO ALL AGES AND GENDERS
        • INCREASING PENETRATION OF SMARTPHONES AND TABLETS IN GAMING INDUSTRY
        • TECHNOLOGICAL ADVANCEMENTS
        • MAJOR COMPANIES PROMOTING GAMERS AND DEVELOPERS
        • AWARENESS AMONG CONSUMERS REGARDING EDUCATIVE USE OF GAMES
      • MARKET RESTRAINTS
        • HIGH PRICING OF GAMES
        • VIOLENT GAMES A CONCERN
        • HEALTH ISSUES CAUSED DUE TO GAMING A CONCERN
        • FREE GAMES AVAILABILITY WITH EASY AVAILABILITY OF INTERNET
        • DEVELOPING NEWER AND BETTER VERSIONS OF ALREADY EXISTING POPULAR GAMES
      • MARKET OPPORTUNITIES
        • COMPETITIVE LEAGUES (E-SPORTS)
        • INCREASING DEMAND FOR VIRTUAL REALITY GAMES
      • MARKET CHALLENGES
        • INCREASING ONLINE PIRACY
        • EASY ENTRY OF NEW PLAYERS IN THE MARKET
        • FREEMIUM MODEL BEING CRITICIZED
    1. MARKET SEGMENTATION
      • BY TYPE
        • HARDWARE
          • HANDHELD CONSOLES
          • STATIC CONSOLES
          • GAMING ACCESSORIES
        • VIDEO GAMES SOFTWARE
          • VIDEO GAMES SOFTWARE (PHYSICAL)
          • VIDEO GAMES SOFTWARE (DIGITAL)
          • VIDEO GAMES SOFTWARE BY PLATFORM
          • VIDEO GAMES SOFTWARE BY FORMAT
      • BY DISTRIBUTION CHANNEL
        • RETAIL STORES
          • SUPERMARKET/HYPERMARKETS
          • GAMING STORES
        • ONLINE RETAILING
    1. KEY ANALYTICS
      • PORTER’S ANALYSIS
      • OPPORTUNITY MATRIX
    2. GEOGRAPHICAL ANALYSIS
    3. COMPETITIVE LANDSCAPE
      • MARKET SHARE ANALYSIS
        • TOP COMPANIES IN JAPAN
      • COMPANY PROFILES
        • MICROSOFT CORP
        • SONY CORP
        • ELECTRONIC ARTS INC
        • NINTENDO
        • ACTIVISION INC
        • UBISOFT ENTERTAINMENT LTD
        • WARNER BROS ENTERTAINMENT INC
        • KING DIGITAL ENTERTAINMENT PLC
        • RIOT GAMES INC
        • TENCENT HOLDINGS LTD
        • COM INC
        • NCSOFT CORP
        • BLIZZARD ENTERTAINMENT INC
        • NET
        • BANDAI NAMCO

     

    TABLE LISTTABLE           1. JAPAN VIDEO GAMES MARKET BY TYPE 2017-2025 ($ MILLION)

    TABLE           2. JAPAN VIDEO GAMES MARKET BY HARDWARE 2017-2025 ($ MILLION)

    TABLE           3. JAPAN VIDEO GAMES MARKET BY GAMING ACCESSORIES TYPE 2017-2025 ($ MILLION)

    TABLE           4. JAPAN VIDEO GAMES MARKET BY SOFTWARE 2017-2025 ($ MILLION)

    TABLE           5. JAPAN VIDEO GAMES MARKET BY SOFTWARE (PHYSICAL) 2017-2025 ($ MILLION)

    TABLE           6. JAPAN VIDEO GAMES MARKET BY SOFTWARE (DIGITAL) 2017-2025 ($ MILLION)

    TABLE           7. JAPAN VIDEO GAMES MARKET BY SOFTWARE BY PLATFORM 2017-2025 ($ MILLION)

    TABLE           8. JAPAN VIDEO GAMES MARKET BY SOFTWARE BY FORMAT 2017-2025 ($ MILLION)

    TABLE           9. JAPAN VIDEO GAMES MARKET BY DISTRIBUTION CHANNEL 2017-2025 ($ MILLION)

    TABLE           10. JAPAN VIDEO GAMES MARKET BY RETAIL STORES 2017-2025 ($ MILLION)

     

    FIGURE LISTFIGURE 1      JAPAN VIDEO GAMES MARKET 2017-2025 ($ MILLION)

    FIGURE 2      JAPAN VIDEO GAMES MARKET BY HARDWARE 2017-2025 ($ MILLION)

    FIGURE 3      JAPAN HARDWARE VIDEO GAMES MARKET BY HANDHELD CONSOLES 2017-2025 ($ MILLION)

    FIGURE 4      JAPAN HARDWARE VIDEO GAMES MARKET BY STATIC CONSOLES 2017-2025 ($ MILLION)

    FIGURE 5      JAPAN HARDWARE VIDEO GAMES MARKET BY GAMING ACCESSORIES 2017-2025 ($ MILLION)

    FIGURE 6      JAPAN GAMING ACCESSORIES MARKET BY TOYS TO LIFE 2017-2025 ($ MILLION)

    FIGURE 7      JAPAN GAMING ACCESSORIES MARKET BY AR/VR HEADSETS 2017-2025 ($ MILLION)

    FIGURE 8      JAPAN GAMING ACCESSORIES MARKET BY OTHER GAMING ACCESSORIES 2017-2025 ($ MILLION)

    FIGURE 9      JAPAN VIDEO GAMES MARKET BY SOFTWARE 2017-2025 ($ MILLION)

    FIGURE 10   JAPAN VIDEO GAMES MARKET BY SOFTWARE (PHYSICAL) 2017-2025 ($ MILLION)

    FIGURE 11   JAPAN SOFTWARE VIDEO GAMES MARKET BY COMPUTER GAMES (PHYSICAL) 2017-2025 ($ MILLION)

    FIGURE 12   JAPAN SOFTWARE VIDEO GAMES MARKET BY CONSOLE GAMES (PHYSICAL) 2017-2025 ($ MILLION)

    FIGURE 13   JAPAN VIDEO GAMES MARKET BY SOFTWARE (DIGITAL) 2017-2025 ($ MILLION)

    FIGURE 14   JAPAN SOFTWARE VIDEO GAMES MARKET BY COMPUTER GAMES (DIGITAL) 2017-2025 ($ MILLION)

    FIGURE 15   JAPAN SOFTWARE VIDEO GAMES MARKET BY CONSOLE GAMES (DIGITAL) 2017-2025 ($ MILLION)

    FIGURE 16   JAPAN SOFTWARE VIDEO GAMES MARKET BY ONLINE GAMES 2017-2025 ($ MILLION)

    FIGURE 17   JAPAN SOFTWARE VIDEO GAMES MARKET BY MOBILE GAMES 2017-2025 ($ MILLION)

    FIGURE 18   JAPAN SOFTWARE VIDEO GAMES MARKET BY PLATFORM 2017-2025 ($ MILLION)

    FIGURE 19   JAPAN SOFTWARE VIDEO GAMES MARKET BY CONSOLE GAMES (PLATFORM) 2017-2025 ($ MILLION)

    FIGURE 20   JAPAN SOFTWARE VIDEO GAMES MARKET BY COMPUTER GAMES (PLATFORM) 2017-2025 ($ MILLION)

    FIGURE 21   JAPAN SOFTWARE VIDEO GAMES MARKET BY ONLINE GAMES (PLATFORM) 2017-2025 ($ MILLION)

    FIGURE 22   JAPAN SOFTWARE VIDEO GAMES MARKET BY MOBILE GAMES (PLATFORM) 2017-2025 ($ MILLION)

    FIGURE 23   JAPAN SOFTWARE VIDEO GAMES MARKET BY FORMAT 2017-2025 ($ MILLION)

    FIGURE 24   JAPAN SOFTWARE VIDEO GAMES MARKET BY GAME SALES 2017-2025 ($ MILLION)

    FIGURE 25   JAPAN SOFTWARE VIDEO GAMES MARKET BY INGAME PURCHASES 2017-2025 ($ MILLION)

    FIGURE 26   JAPAN VIDEO GAMES MARKET BY RETAIL STORES 2017-2025 ($ MILLION)

    FIGURE 27   JAPAN VIDEO GAMES MARKET BY SUPERMARKETS/HYPERMARKETS 2017-2025 ($ MILLION)

    FIGURE 28   JAPAN VIDEO GAMES MARKET BY GAMING STORES 2017-2025 ($ MILLION)

    FIGURE 29   JAPAN VIDEO GAMES MARKET BY ONLINE RETAILING 2017-2025 ($ MILLION)

    FIGURE 30   TOP COMPANIES IN JAPAN (2016)

    1. MARKET SEGMENTATION
      • BY TYPE
        • HARDWARE
          • HANDHELD CONSOLES
          • STATIC CONSOLES
          • GAMING ACCESSORIES
        • VIDEO GAMES SOFTWARE
          • VIDEO GAMES SOFTWARE (PHYSICAL)
          • VIDEO GAMES SOFTWARE (DIGITAL)
          • VIDEO GAMES SOFTWARE BY PLATFORM
          • VIDEO GAMES SOFTWARE BY FORMAT
      • BY DISTRIBUTION CHANNEL
        • RETAIL STORES
          • SUPERMARKET/HYPERMARKETS
          • GAMING STORES
        • ONLINE RETAILING

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