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PUBLISHER: Inkwood Research | PRODUCT CODE: 1688880

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PUBLISHER: Inkwood Research | PRODUCT CODE: 1688880

Japan Gaming Market Forecast 2025-2032

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PAGES: 143 Pages
DELIVERY TIME: 2-3 business days
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KEY FINDINGS

The Japan gaming market was valued at $18.42 billion in 2024 and is expected to rise with a CAGR of 5.66% over the forecast years of 2025 to 2032. The base year regarded for the studied market is 2024, and the forecasting years are from 2025 to 2032.

MARKET INSIGHTS

Japan's gaming industry is experiencing significant growth, fueled by technological advancements and changing consumer preferences. The proliferation of high-speed internet and widespread smartphone adoption has particularly boosted the mobile gaming segment, driving its rapid expansion.

Additionally, the increasing popularity of eSports has led to higher investments in infrastructure, events, and professional teams, further propelling the market forward.

However, new gaming companies entering the Japanese market must navigate a complex regulatory environment. Various regulations govern the industry, including the Payment Services Act, the Act against Unjustifiable Premiums and Misleading Representations, and the Amusement Business Act.

Compliance with guidelines from organizations like the Japan Online Games Association (JOGA) and the Computer Entertainment Supplier's Association (CESA) is crucial.

The Computer Entertainment Rating Organization (CERO) also plays a key role in these regulations. These regulations address key aspects such as game publishing, monetization strategies, and consumer protection measures.

Emerging trends create substantial opportunities within the market. Augmented reality games and virtual reality games are gaining traction, delivering immersive experiences that captivate players.

The rise of anime-based games further strengthens the industry, drawing from Japan's rich cultural heritage in manga and anime. KLab Inc's smartphone game based on Haruichi Furudate's manga Haikyu exemplifies this trend, showcasing stunning visuals and engaging gameplay.

By merging popular media forms, these games appeal to both domestic and international audiences, expanding the market's reach. The gaming industry plays a vital role in Japan's economy. In 2022, it accounted for 0.1% of Japan's GDP, a notable contribution for a single sector.

With increasing investments in game development and emerging technologies, this share is expected to grow. The industry also employs over 100,000 professionals, including game developers, designers, artists, and marketers.

Additionally, it fosters new career paths, such as eSports players and content creators, further boosting economic growth.

SEGMENTATION ANALYSIS

The Japan gaming market segmentation includes the market by type, component, platform, genre, monetization model, age demographic, and distribution channel. The age demographic segment is further divided into children (under 18), adults (18 - 44), and seniors (45+).

In Japan's gaming market, the 18 to 44 age demographic plays a pivotal role, actively engaging across various gaming platforms. A 2019 survey showed that approximately 73% of individuals aged 18 to 24 played mobile games on their smartphones, emphasizing mobile gaming's dominance among younger adults.

Console gaming also attracts strong participation within this age group. In 2022, data revealed that 70.60% of gaming console owners in Japan were aged 18 to 24, demonstrating their strong preference for console gaming.

eSports has gained significant traction among this demographic. A 2022 survey found that 23% of men aged 20 to 29 showed interest in eSports, highlighting their engagement with competitive gaming.

These insights reflect the strong engagement of the 18 to 44 age group in Japan's gaming industry, presenting opportunities for tailored content and strategic marketing.

COMPETITIVE INSIGHTS

Some of the top players operating in the Japan gaming market include Nintendo Co Ltd, Sega Sammy Holdings Inc, Square Enix Holdings Co Ltd, etc.

Nintendo Co Ltd, based in Kyoto, Japan, is a global leader in video game development and console manufacturing. The company operates across key segments, including dedicated gaming hardware, software development, and mobile gaming.

It serves markets in Japan, North America, Europe, and the Asia-Pacific. The company's product portfolio includes iconic gaming consoles such as the Nintendo Switch, Switch OLED, and Switch Lite.

Franchises like Super Mario, The Legend of Zelda, Pokemon, and Animal Crossing also contribute to Nintendo's success. Nintendo has also expanded into mobile gaming with popular titles like Mario Kart Tour and Fire Emblem Heroes.

Product Code: 103180

TABLE OF CONTENTS

1. RESEARCH SCOPE & METHODOLOGY

  • 1.1. STUDY OBJECTIVES
  • 1.2. METHODOLOGY
  • 1.3. ASSUMPTIONS & LIMITATIONS

2. EXECUTIVE SUMMARY

  • 2.1. MARKET SIZE & ESTIMATES
  • 2.2. COUNTRY SNAPSHOT
  • 2.3. COUNTRY ANALYSIS
  • 2.4. SCOPE OF STUDY
  • 2.5. MAJOR MARKET FINDINGS
    • 2.5.1. STRONG MARKET LEADERSHIP IN CONSOLE GAMING FUELED BY ADVANCED TECHNOLOGY AND ICONIC FRANCHISES
    • 2.5.2. PC AND CONSOLE GAMING WITNESS STEADY GROWTH AMIDST MOBILE GAMING SURGE
    • 2.5.3. SUBSCRIPTION-BASED GAMING MODELS ARE GAINING TRACTION AMONG PUBLISHERS AND PLAYERS
    • 2.5.4. SUSTAINABLE AND INCLUSIVE GAMING PRACTICES EMERGING AS INDUSTRY PRIORITIES

3. MARKET DYNAMICS

  • 3.1. KEY DRIVERS
    • 3.1.1. SURGE IN MOBILE GAMING FUELED BY SMARTPHONE PENETRATION AND AFFORDABLE INTERNET
    • 3.1.2. ADVANCEMENTS IN CLOUD GAMING TECHNOLOGIES ARE ENABLING SEAMLESS ACCESS
    • 3.1.3. RISING POPULARITY OF ESPORTS AND COMPETITIVE GAMING ACROSS THE COUNTRY
  • 3.2. KEY RESTRAINTS
    • 3.2.1. HIGH DEVELOPMENT COSTS FOR AAA GAMES AND ADVANCED GAMING HARDWARE
    • 3.2.2. LIMITED INFRASTRUCTURE AND CONNECTIVITY IN EMERGING ECONOMIES
    • 3.2.3. CONCERNS OVER GAMING ADDICTION AND ASSOCIATED HEALTH ISSUES

4. KEY ANALYTICS

  • 4.1. TIMELINE OF THE GAMING INDUSTRY
  • 4.2. PARENT MARKET ANALYSIS: MEDIA & ENTERTAINMENT
  • 4.3. KEY MARKET TRENDS
    • 4.3.1. INTEGRATION OF AUGMENTED REALITY (AR) AND VIRTUAL REALITY (VR) FOR IMMERSIVE GAMING EXPERIENCES
    • 4.3.2. INCREASING FOCUS ON CROSS-PLATFORM GAMING TO ENHANCE USER ENGAGEMENT
    • 4.3.3. GROWTH IN INDIE GAME DEVELOPMENT SUPPORTED BY CROWDFUNDING PLATFORMS
    • 4.3.4. EXPANDING ROLE OF ARTIFICIAL INTELLIGENCE IN GAME DESIGN AND PLAYER INTERACTION
  • 4.4. PORTER'S FIVE FORCES ANALYSIS
    • 4.4.1. BUYERS POWER
    • 4.4.2. SUPPLIERS POWER
    • 4.4.3. SUBSTITUTION
    • 4.4.4. NEW ENTRANTS
    • 4.4.5. INDUSTRY RIVALRY
  • 4.5. GROWTH PROSPECT MAPPING
  • 4.6. MARKET MATURITY ANALYSIS
  • 4.7. MARKET CONCENTRATION ANALYSIS
  • 4.8. VALUE CHAIN ANALYSIS
    • 4.8.1. GAME DEVELOPMENT
    • 4.8.2. PLATFORM INTEGRATION AND PUBLISHING
    • 4.8.3. DISTRIBUTION CHANNELS
    • 4.8.4. MARKETING AND PROMOTION
    • 4.8.5. END-USER ENGAGEMENT AND FEEDBACK
  • 4.9. REGULATORY FRAMEWORK AND COMPLIANCE BODIES
  • 4.10. EXCLUSIVE INSIGHTS
    • 4.10.1. AVERAGE PRICE OF SINGLE PLAYER GAME & LIVE SERVICES GAMES
    • 4.10.2. GENRE PREFERENCE VARY BY AGE - DRIVEN BY LIFESTYLE AND GENERATIONAL DIFFERENCES
    • 4.10.3. NEXT GENERATION OF RETIREES EXPECTED TO PLAY GAMES MORE THAN CURRENT RETIREES
    • 4.10.4. PLAYERS IN EMERGING ECONOMIES PLAY MORE AND PLAN TO PLAY MORE IN THE FUTURE
    • 4.10.5. INSIGHTS ON METAVERSE AND ITS IMPACT ON THE FUTURE OF GAMING INDUSTRY

5. MARKET BY TYPE

  • 5.1. ONLINE
    • 5.1.1. MARKET FORECAST FIGURE
    • 5.1.2. SEGMENT ANALYSIS
  • 5.2. OFFLINE
    • 5.2.1. MARKET FORECAST FIGURE
    • 5.2.2. SEGMENT ANALYSIS

6. MARKET BY COMPONENT

  • 6.1. SOFTWARE
    • 6.1.1. MARKET FORECAST FIGURE
    • 6.1.2. SEGMENT ANALYSIS
  • 6.2. HARDWARE
    • 6.2.1. MARKET FORECAST FIGURE
    • 6.2.2. SEGMENT ANALYSIS

7. MARKET BY PLATFORM

  • 7.1. CONSOLE GAMING
    • 7.1.1. MARKET FORECAST FIGURE
    • 7.1.2. SEGMENT ANALYSIS
  • 7.2. MOBILE GAMING
    • 7.2.1. MARKET FORECAST FIGURE
    • 7.2.2. SEGMENT ANALYSIS
  • 7.3. PC GAMING
    • 7.3.1. MARKET FORECAST FIGURE
    • 7.3.2. SEGMENT ANALYSIS
  • 7.4. CLOUD GAMING
    • 7.4.1. MARKET FORECAST FIGURE
    • 7.4.2. SEGMENT ANALYSIS

8. MARKET BY GENRE

  • 8.1. ADVENTURE/ROLE PLAYING GAMES
    • 8.1.1. MARKET FORECAST FIGURE
    • 8.1.2. SEGMENT ANALYSIS
  • 8.2. PUZZLE GAMES
    • 8.2.1. MARKET FORECAST FIGURE
    • 8.2.2. SEGMENT ANALYSIS
  • 8.3. SOCIAL GAMES
    • 8.3.1. MARKET FORECAST FIGURE
    • 8.3.2. SEGMENT ANALYSIS
  • 8.4. STRATEGY GAMES
    • 8.4.1. MARKET FORECAST FIGURE
    • 8.4.2. SEGMENT ANALYSIS
  • 8.5. SIMULATION GAMES
    • 8.5.1. MARKET FORECAST FIGURE
    • 8.5.2. SEGMENT ANALYSIS
  • 8.6. OTHER GENRES
    • 8.6.1. MARKET FORECAST FIGURE
    • 8.6.2. SEGMENT ANALYSIS

9. MARKET BY MONETIZATION MODEL

  • 9.1. IN-APP ADVERTISING
    • 9.1.1. MARKET FORECAST FIGURE
    • 9.1.2. SEGMENT ANALYSIS
  • 9.2. SUBSCRIPTIONS
    • 9.2.1. MARKET FORECAST FIGURE
    • 9.2.2. SEGMENT ANALYSIS
  • 9.3. IN-GAME PURCHASES
    • 9.3.1. MARKET FORECAST FIGURE
    • 9.3.2. SEGMENT ANALYSIS
  • 9.4. FREE-TO-PLAY (F2P)
    • 9.4.1. MARKET FORECAST FIGURE
    • 9.4.2. SEGMENT ANALYSIS

10. MARKET BY AGE DEMOGRAPHIC

  • 10.1. CHILDREN (UNDER 18)
    • 10.1.1. MARKET FORECAST FIGURE
    • 10.1.2. SEGMENT ANALYSIS
  • 10.2. ADULTS (18 - 44)
    • 10.2.1. MARKET FORECAST FIGURE
    • 10.2.2. SEGMENT ANALYSIS
  • 10.3. SENIORS (45+)
    • 10.3.1. MARKET FORECAST FIGURE
    • 10.3.2. SEGMENT ANALYSIS

11. MARKET BY DISTRIBUTION CHANNEL

  • 11.1. PHYSICAL RETAIL
    • 11.1.1. MARKET FORECAST FIGURE
    • 11.1.2. SEGMENT ANALYSIS
  • 11.2. DIGITAL DISTRIBUTION
    • 11.2.1. MARKET FORECAST FIGURE
    • 11.2.2. SEGMENT ANALYSIS

12. COMPETITIVE LANDSCAPE

  • 12.1. KEY STRATEGIC DEVELOPMENTS
    • 12.1.1. MERGERS & ACQUISITIONS
    • 12.1.2. PRODUCT LAUNCHES & DEVELOPMENTS
    • 12.1.3. PARTNERSHIPS & AGREEMENTS
    • 12.1.4. BUSINESS EXPANSIONS & DIVESTITURES
  • 12.2. COMPANY PROFILES
    • 12.2.1. BANDAI NAMCO HOLDINGS INC
      • 12.2.1.1. COMPANY OVERVIEW
      • 12.2.1.2. PRODUCTS
      • 12.2.1.3. STRENGTHS & CHALLENGES
    • 12.2.2. KOEI TECMO HOLDINGS CO LTD
      • 12.2.2.1. COMPANY OVERVIEW
      • 12.2.2.2. PRODUCTS
      • 12.2.2.3. STRENGTHS & CHALLENGES
    • 12.2.3. NINTENDO CO LTD
      • 12.2.3.1. COMPANY OVERVIEW
      • 12.2.3.2. PRODUCTS
      • 12.2.3.3. STRENGTHS & CHALLENGES
    • 12.2.4. SEGA SAMMY HOLDINGS INC
      • 12.2.4.1. COMPANY OVERVIEW
      • 12.2.4.2. PRODUCTS
      • 12.2.4.3. STRENGTHS & CHALLENGES
    • 12.2.5. SQUARE ENIX HOLDINGS CO LTD
      • 12.2.5.1. COMPANY OVERVIEW
      • 12.2.5.2. PRODUCTS
      • 12.2.5.3. STRENGTHS & CHALLENGES
    • 12.2.6. SONY INTERACTIVE ENTERTAINMENT INC
      • 12.2.6.1. COMPANY OVERVIEW
      • 12.2.6.2. PRODUCTS
      • 12.2.6.3. STRENGTHS & CHALLENGES
Product Code: 103180

LIST OF TABLES

  • TABLE 1: MARKET SNAPSHOT - GAMING
  • TABLE 2: COUNTRY SNAPSHOT - JAPAN
  • TABLE 3: TIMELINE OF THE GAMING INDUSTRY
  • TABLE 4: REGULATORY FRAMEWORK AND COMPLIANCE BODIES
  • TABLE 5: JAPAN GAMING MARKET, BY TYPE, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 6: JAPAN GAMING MARKET, BY TYPE, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 7: JAPAN GAMING MARKET, BY COMPONENT, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 8: JAPAN GAMING MARKET, BY COMPONENT, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 9: JAPAN GAMING MARKET, BY PLATFORM, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 10: JAPAN GAMING MARKET, BY PLATFORM, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 11: JAPAN GAMING MARKET, BY GENRE, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 12: JAPAN GAMING MARKET, BY GENRE, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 13: JAPAN GAMING MARKET, BY MONETIZATION MODEL, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 14: JAPAN GAMING MARKET, BY MONETIZATION MODEL, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 15: JAPAN GAMING MARKET, BY AGE DEMOGRAPHIC, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 16: JAPAN GAMING MARKET, BY AGE DEMOGRAPHIC, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 17: JAPAN GAMING MARKET, BY DISTRIBUTION CHANNEL, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 18: JAPAN GAMING MARKET, BY DISTRIBUTION CHANNEL, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 19: LIST OF MERGERS & ACQUISITIONS
  • TABLE 20: LIST OF PRODUCT LAUNCHES & DEVELOPMENTS
  • TABLE 21: LIST OF PARTNERSHIPS & AGREEMENTS
  • TABLE 22: LIST OF BUSINESS EXPANSIONS & DIVESTITURES

LIST OF FIGURES

  • FIGURE 1: MAJOR MARKET FINDINGS
  • FIGURE 2: MARKET DYNAMICS
  • FIGURE 3: KEY MARKET TRENDS
  • FIGURE 4: PORTER'S FIVE FORCES ANALYSIS
  • FIGURE 5: GROWTH PROSPECT MAPPING
  • FIGURE 6: MARKET MATURITY ANALYSIS
  • FIGURE 7: MARKET CONCENTRATION ANALYSIS
  • FIGURE 8: VALUE CHAIN ANALYSIS
  • FIGURE 9: JAPAN GAMING MARKET, GROWTH POTENTIAL, BY TYPE, IN 2024
  • FIGURE 10: JAPAN GAMING MARKET, BY ONLINE, 2025-2032 (IN $ BILLION)
  • FIGURE 11: JAPAN GAMING MARKET, BY OFFLINE, 2025-2032 (IN $ BILLION)
  • FIGURE 12: JAPAN GAMING MARKET, GROWTH POTENTIAL, BY COMPONENT, IN 2024
  • FIGURE 13: JAPAN GAMING MARKET, BY SOFTWARE, 2025-2032 (IN $ BILLION)
  • FIGURE 14: JAPAN GAMING MARKET, BY HARDWARE, 2025-2032 (IN $ BILLION)
  • FIGURE 15: JAPAN GAMING MARKET, GROWTH POTENTIAL, BY PLATFORM, IN 2024
  • FIGURE 16: JAPAN GAMING MARKET, BY CONSOLE GAMING, 2025-2032 (IN $ BILLION)
  • FIGURE 17: JAPAN GAMING MARKET, BY MOBILE GAMING, 2025-2032 (IN $ BILLION)
  • FIGURE 18: JAPAN GAMING MARKET, BY PC GAMING, 2025-2032 (IN $ BILLION)
  • FIGURE 19: JAPAN GAMING MARKET, BY CLOUD GAMING, 2025-2032 (IN $ BILLION)
  • FIGURE 20: JAPAN GAMING MARKET, GROWTH POTENTIAL, BY GENRE, IN 2024
  • FIGURE 21: JAPAN GAMING MARKET, BY ADVENTURE/ROLE PLAYING GAMES, 2025-2032 (IN $ BILLION)
  • FIGURE 22: JAPAN GAMING MARKET, BY PUZZLE GAMES, 2025-2032 (IN $ BILLION)
  • FIGURE 23: JAPAN GAMING MARKET, BY SOCIAL GAMES, 2025-2032 (IN $ BILLION)
  • FIGURE 24: JAPAN GAMING MARKET, BY STRATEGY GAMES, 2025-2032 (IN $ BILLION)
  • FIGURE 25: JAPAN GAMING MARKET, BY SIMULATION GAMES, 2025-2032 (IN $ BILLION)
  • FIGURE 26: JAPAN GAMING MARKET, BY OTHER GENRES, 2025-2032 (IN $ BILLION)
  • FIGURE 27: JAPAN GAMING MARKET, GROWTH POTENTIAL, BY MONETIZATION MODEL, IN 2024
  • FIGURE 28: JAPAN GAMING MARKET, BY IN-APP ADVERTISING, 2025-2032 (IN $ BILLION)
  • FIGURE 29: JAPAN GAMING MARKET, BY SUBSCRIPTIONS, 2025-2032 (IN $ BILLION)
  • FIGURE 30: JAPAN GAMING MARKET, BY IN-GAME PURCHASES, 2025-2032 (IN $ BILLION)
  • FIGURE 31: JAPAN GAMING MARKET, BY FREE-TO-PLAY (F2P), 2025-2032 (IN $ BILLION)
  • FIGURE 32: JAPAN GAMING MARKET, GROWTH POTENTIAL, BY AGE DEMOGRAPHIC, IN 2024
  • FIGURE 33: JAPAN GAMING MARKET, BY CHILDREN (UNDER 18), 2025-2032 (IN $ BILLION)
  • FIGURE 34: JAPAN GAMING MARKET, BY ADULTS (18 - 44), 2025-2032 (IN $ BILLION)
  • FIGURE 35: JAPAN GAMING MARKET, BY SENIORS (45+), 2025-2032 (IN $ BILLION)
  • FIGURE 36: JAPAN GAMING MARKET, GROWTH POTENTIAL, BY DISTRIBUTION CHANNEL, IN 2024
  • FIGURE 37: JAPAN GAMING MARKET, BY PHYSICAL RETAIL, 2025-2032 (IN $ BILLION)
  • FIGURE 38: JAPAN GAMING MARKET, BY DIGITAL DISTRIBUTION, 2025-2032 (IN $ BILLION)
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