The Japanese online gaming market is anticipated to grow at a CAGR of 6.9% during the forecast period. The country is one of the most technologically advanced countries all across the globe with high penetration of video gaming in the country. The country had around 70 million video game players in 2019. High smartphone and internet penetration, high disposable income, high awareness related to online games are some of the positive macroeconomic factors for market growth. Moreover, the growth of the market is impacted due to the outbreak of COVID-19 as the adoption of online gaming have increased considerably with more people at home with increased time online. Additionally, the fast-speed internet access with the launch of 5G in March 2020, is expected to aid the growing adoption of online gaming across the country.
The Japanese online gaming market is segmented based on game type, device type, and revenue model. Based on the game type, the market is sub-segmented into role-playing games, action & adventure games, racing games, simulation games, strategy games, sports games, and other games. Role-playing games hold a considerable market share in the country. Based on the device type, the market is sub-segmented into the console, computer, mobile devices, and others. Mobile devices which include smartphones and tablet is expected to witness a significant market growth in the country. Based on the revenue model, the market is bifurcated into free gaming services and paid gaming services.
Some of the key players operating in the Japanese online gaming market include Nintendo Co. Ltd., Sony Interactive Entertainment Inc., Square Enix Co., Ltd., BANDAI NAMCO Entertainment Europe S.A.S, Capcom, and others. The market players are considerably contributing to the market growth by adopting various strategies including mergers, and acquisitions, collaborations, and funding, to stay competitive in the market.
Research Methodology
The market study of the Japanese online gaming market is incorporated by extensive primary and secondary research conducted by the research team at OMR. Secondary research has been conducted to refine the available data to breakdown the market into various segments, derive total market size, market forecast, and growth rate. Different approaches have been worked on to derive the market value and market growth rate. Our team collects facts and data related to the market from different geography to provide a better regional outlook. In the report, the country-level analysis is provided by analyzing various regional players, regional tax laws and policies, consumer behavior, and macro-economic factors. Numbers extracted from secondary research have been authenticated by conducting proper primary research. It includes tracking down key people from the industry and interviewing them to validate the data. This enables our analyst to derive the closest possible figures without any major deviations in the actual number. Our analysts try to contact as many executives, managers, key opinion leaders, and industry experts. Primary research brings authenticity to our reports.
Secondary Sources Include
The report is intended for software companies, gaming companies, online streaming platforms, research organizations, and other related organizations for overall market analysis and competitive analysis. The report provides an in-depth analysis of market size, products offered by the companies, and future market opportunities. The report will serve as a source for a 360-degree analysis of the market thoroughly delivering insights into the market for making better business decisions.
Market Segmentation
The Report Covers
1. Report Summary
1.1. Research Methods and Tools
1.2. Market Breakdown
1.2.1. By Segments
2. Market Overview and Insights
2.1. Scope of the Report
2.2. Analyst Insight & Current Market Trends
2.2.1. Key Findings
2.2.2. Recommendations
2.2.3. Conclusion
3. Market Determinants
3.1. Motivators
3.2. Restraints
3.3. Opportunities
4. Market Segmentation
4.1. Japan Online Gaming Market by Game Type
4.1.1. Role-Playing Game (MMORPG & MMOG)
4.1.2. Action & Adventure Games
4.1.3. Racing Games
4.1.4. Simulation Games
4.1.5. Strategy Games
4.1.6. Sports Games
4.1.7. Other Games (Card Games)
4.2. Japan Online Gaming Market by Device Type
4.2.1. Console
4.2.2. Computer
4.2.3. Mobile Devices
4.2.4. Others (VR)
4.3. Japan Online Gaming Market by Revenue Model
4.3.1. Free Gaming Services
4.3.2. Paid Gaming Services
5. Company Profiles
5.1. Apple Inc.
5.2. Activision Blizzard, Inc.
5.3. Bandai Namco Entertainment Inc.
5.4. Capcom Co., Ltd.
5.5. Koei Tecmo Holdings Co., Ltd.
5.6. Konami Holdings Corp.
5.7. Krafton Inc.
5.8. Nintendo Co. Ltd.
5.9. Riot Games, Inc.
5.10. Sega Corp.
5.11. Sony Interactive Entertainment Inc.
5.12. Square Enix Co., Ltd.
1. JAPAN ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY GAME TYPE, 2019-2026 ($ MILLION)
2. JAPAN ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY DEVICE TYPE, 2019-2026 ($ MILLION)
3. JAPAN ONLINE GAMING MARKET RESEARCH AND ANALYSIS BY REVENUE MODEL, 2019-2026 ($ MILLION)
1. JAPAN ONLINE GAMING MARKET SHARE BY GAME TYPE, 2019 VS 2026 (%)
2. JAPAN ONLINE GAMING MARKET SHARE BY DEVICE TYPE, 2019 VS 2026 (%)
3. JAPAN ONLINE GAMING MARKET SHARE BY REVENUE MODEL, 2019 VS 2026 (%)
4. JAPAN ROLE PLAYING GAME ONLINE GAMING MARKET SIZE, 2019-2026 ($ MILLION)
5. JAPAN ACTION & ADVENTURE GAMES ONLINE GAMING MARKET SIZE, 2019-2026 ($ MILLION)
6. JAPAN RACING GAMES ONLINE GAMING MARKET SIZE, 2019-2026 ($ MILLION)
7. JAPAN SIMULATION GAMES ONLINE GAMING MARKET SIZE, 2019-2026 ($ MILLION)
8. JAPAN STRATEGY GAMES ONLINE GAMING MARKET SIZE, 2019-2026 ($ MILLION)
9. JAPAN SPORTS GAMES ONLINE GAMING MARKET SIZE, 2019-2026 ($ MILLION)
10. JAPAN OTHER GAMES ONLINE GAMING MARKET SIZE, 2019-2026 ($ MILLION)
11. JAPAN CONSOLE ONLINE GAMING MARKET SIZE, 2019-2026 ($ MILLION)
12. JAPAN COMPUTER ONLINE GAMING MARKET SIZE, 2019-2026 ($ MILLION)
13. JAPAN MOBILE DEVICES ONLINE GAMING MARKET SIZE, 2019-2026 ($ MILLION)
14. JAPAN OTHER ONLINE GAMING MARKET SIZE, 2019-2026 ($ MILLION)
15. JAPAN FREE GAMING SERVICES ONLINE GAMING MARKET SIZE, 2019-2026 ($ MILLION)
16. JAPAN PAID GAMING SERVICES ONLINE GAMING MARKET SIZE, 2019-2026 ($ MILLION)