VR Hardware - Japan

  • Japan
  • In Japan, revenue in the VR Hardware market market is projected to reach €585.0m in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 8.23%, resulting in a projected market volume of €868.8m by 2029.
  • While most revenue in the VR Hardware market market is generated China with a projected market volume of €2,663.0m in 2024, in Japan is also a significant player.
  • In the VR Hardware market market, the number of users in Japan is expected to amount to 8.4m users by 2029.
  • User penetration in Japan will be 6.1% in 2024 and is anticipated to reach 7.1% by 2029.
  • The average revenue per user (ARPU) in Japan is expected to amount to €78.7.
  • Japan's VR hardware market is witnessing a surge in consumer interest, driven by advancements in technology and a growing demand for immersive gaming experiences.
 
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Analyst Opinion

The VR Hardware market in Japan has been experiencing significant growth in recent years.

Customer preferences:
Japanese consumers have shown a strong interest in virtual reality technology, embracing it for various purposes such as gaming, entertainment, and even professional applications. The demand for VR headsets and other hardware devices has been steadily increasing as consumers seek immersive and interactive experiences. Additionally, Japanese consumers value high-quality products and are willing to invest in premium VR hardware that offers superior performance and features.

Trends in the market:
One of the key trends in the VR Hardware market in Japan is the adoption of VR technology in the gaming industry. Japan has a strong gaming culture, and many Japanese consumers are eager to explore virtual reality gaming experiences. This has led to the development of VR-specific games and the integration of VR capabilities into existing popular games. As a result, there is a growing demand for VR headsets and accessories among gamers in Japan. Another trend is the use of VR technology in the entertainment sector. Japanese consumers are increasingly interested in virtual reality experiences for movies, music, and other forms of entertainment. This has led to the emergence of VR content production companies and the creation of VR content specifically tailored to the Japanese market. As a result, there is a need for high-quality VR hardware to deliver these immersive entertainment experiences.

Local special circumstances:
Japan is known for its technological advancements and innovation. The country has a strong infrastructure and a highly skilled workforce, which has contributed to the growth of the VR Hardware market. Japanese companies are at the forefront of VR hardware development, manufacturing, and distribution, which gives them a competitive advantage in the market. Additionally, Japan has a large consumer base with a high disposable income, making it an attractive market for VR hardware manufacturers.

Underlying macroeconomic factors:
The growth of the VR Hardware market in Japan is also influenced by macroeconomic factors. Japan has a stable economy and a high standard of living, which allows consumers to invest in premium VR hardware. Furthermore, the government has been supportive of the development of the VR industry, providing funding and incentives for research and development. These factors create a favorable environment for the growth of the VR Hardware market in Japan. In conclusion, the VR Hardware market in Japan is experiencing significant growth due to customer preferences for immersive experiences, the adoption of VR technology in gaming and entertainment, local special circumstances such as technological advancements and a large consumer base, and underlying macroeconomic factors such as a stable economy and government support. As the demand for virtual reality experiences continues to rise, the VR Hardware market in Japan is expected to further expand in the coming years.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on VR hardware revenue, which includes digital spending on hardware (stand-alone and tethered units) that enables consumers to dive into the virtual world.

Modeling approach / market size:

The market size is determined through a top-down approach. We use annual financial reports of the market-leading companies and industry associations, as well as third-party studies and reports to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as consumer spending, internet penetration, 4G coverage, and historical developments.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are level of digitalization, adoption of technology, GDP per capita, and internet penetration.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development).

Vue d’ensemble

  • Revenue
  • Analyst Opinion
  • Reach
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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