Japan Video Games and Consoles Market 2024

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The Japan video games and consoles market is projected to contract by USD 1.5 billion by the end of 2029, indicating a compound annual growth rate (CAGR) of -1.5%. The country’s aging population and declining birth rates are reducing the core demographic of younger gamers, which could slow market growth. Additionally, shifting consumer preferences toward mobile gaming, where Japan remains strong, may impact the demand for traditional consoles. While Japan has historically been at the forefront of game development and hardware innovation, competition from international developers and mobile gaming giants could further pressure domestic companies.

The report offers a comprehensive evaluation of the Japan video games and consoles market, presenting crucial data on historical market size, growth patterns, and future projections. It provides a thorough breakdown of market segments and sub-segments, with a focus on key variables such as product, revenue stream and distribution channel. This comprehensive evaluation aids in identifying the growth potential within the video games and consoles industry.


Market Segmentation


The Japan video games and consoles market is classified into the following segments:
Product: devices (handheld games consoles, stationary consoles, VR/AR headsets), video game software (console games, mobile games, online games and subscriptions, PC games)
Revenue stream: paid app, in-app purchases
Distribution channel: supermarkets and hypermarkets, electronics stores, e-commerce, others

The Japan video games and consoles market is segmented by product, revenue stream and distribution channel. By product, it includes devices (handheld games consoles, stationary consoles, VR/AR headsets), and video game software (console games, mobile games, online games and subscriptions, PC games). Revenue stream segments are divided into paid app, and in-app purchases. Distribution channel segments comprise supermarkets and hypermarkets, electronics stores, e-commerce, and others.


Competitive Landscape


The video games and consoles market is characterized by dominance from key players such as Bandai Namco Holdings Inc., Colopl Inc., CyberAgent Inc., GungHo Online Entertainment Inc., Konami Group Corporation, LY Corporation, Meta Platforms Inc., Mixi Inc., Niantic Inc., Nintendo Co. Ltd., Sega Sammy Holdings Inc., Sony Corporation, Square Enix Holdings Co. Ltd., Tencent Holdings Ltd. and Type-Moon Co. Ltd.

This analysis offers a comprehensive overview of the main players in the video games and consoles market, evaluating their performance trends from 2019 to 2023. Key findings illustrate shifts in market share, identifying both dominant firms and rising competitors.


Why Buy This Report?


Obtain precise statistical data and forecasts for the Japan video games and consoles market.
Gain in-depth analysis and forecasts for the key segments of the Japan video games and consoles market: product, revenue stream and distribution channel.
Develop region-specific strategies and set strategic priorities based on localized data analysis.
Gain deep insights into the dynamics of the Japan video games and consoles market.
Identify high-potential investment opportunities by targeting growth sectors and emerging trends.
Anticipate the future trajectory of the Japan video games and consoles market with informed projections.
Assess the competitive landscape to determine the ideal timing for capitalizing on market opportunities.
A single unlimited user license within the same organization, with no additional charges for extra users.


Table of Contents


TABLE OF CONTENTS
Key Findings
Report Scope
Research Methodology
Market Overview
Japan Video Games and Consoles Market – Product Analysis
Japan Video Games and Consoles Market – Revenue Stream Analysis
Japan Video Games and Consoles Market – Distribution Channel Analysis
Key Players and Market Share
– Bandai Namco Holdings, Inc.
– Colopl, Inc.
– CyberAgent, Inc.
– GungHo Online Entertainment, Inc.
– Konami Group Corporation
– LY Corporation
– Meta Platforms, Inc.
– Mixi, Inc.
– Niantic, Inc.

Macroeconomic Data and Forecast
Disclaimer

FIGURES AND TABLES
Table Japan Video Games and Consoles Market 2019-2029
Chart Japan Video Games and Consoles Market, Net Growth, 2019-2029
Chart Japan Video Games and Consoles Market, Growth Rates, 2019-2029
Table Japan Video Games and Consoles Market by Product, 2019-2029
Chart Japan Video Games and Consoles Market by Product, CAGR Historic and Forecast, 2019-2029
Chart Japan Video Games and Consoles Market by Product, 2019-2029
Table Japan Video Games and Consoles Market by Revenue Stream, 2019-2029
Chart Japan Video Games and Consoles Market by Revenue Stream, CAGR Historic and Forecast, 2019-2029
Chart Japan Video Games and Consoles Market by Revenue Stream, 2019-2029
Table Japan Video Games and Consoles Market by Distribution Channel, 2019-2029
Chart Japan Video Games and Consoles Market by Distribution Channel, CAGR Historic and Forecast, 2019-2029
Chart Japan Video Games and Consoles Market by Distribution Channel, 2019-2029
Table Japan Video Games and Consoles Market Share (%), by Companies, 2019-2023
Chart Japan Video Games and Consoles Market, by Companies, 2023
Table Japan Video Games and Consoles Market Share (%), by Brands, 2019-2023
Chart Japan Video Games and Consoles Market, by Brands, 2023
Table Japan – Population (Millions) and Forecast
Table Japan – Consumer Price Index (CPI) and Forecast
Table Japan – Gross Domestic Product and Forecast
Table Japan Video Games and Consoles Market: Spend as a Proportion of GDP (%)
Table Japan Video Games and Consoles Market: Consumption per Capita (Population)


Companies Mentioned


Bandai Namco Holdings, Inc.
Colopl, Inc.
CyberAgent, Inc.
GungHo Online Entertainment, Inc.
Konami Group Corporation
LY Corporation
Meta Platforms, Inc.
Mixi, Inc.
Niantic, Inc.
Nintendo Co., Ltd.
Sega Sammy Holdings, Inc.
Sony Corporation
Square Enix Holdings Co., Ltd.
Tencent Holdings Ltd.
Type-Moon Co., Ltd.


Product Type

Industry Statistics

Region

Asia Pacific

Published Date

2024

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