VR Software - Japan

  • Japan
  • In Japan, revenue in the VR Software market market is projected to reach €289.1m in 2024.
  • Revenue in this market is expected to show an annual growth rate (CAGR 2024-2029) of 8.56%, resulting in a projected market volume of €436.0m by 2029.
  • While a projected market volume of €908.8m in 2024 indicates that most revenue is generated the United States, in Japan is also participating in this growing market.
  • In the VR Software market market withJapan, the number of users is expected to amount to 16.2m users by 2029.
  • User penetration in Japan will be 10.6% in 2024 and is expected to hit 13.6% by 2029.
  • Additionally, the average revenue per user (ARPU) in Japan is expected to amount to €22.3.
  • Japan's VR software market is increasingly integrating traditional cultural elements, enhancing user engagement by merging modern technology with its rich heritage.
 
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Analyst Opinion

The VR Software market in Japan is experiencing significant growth and development.

Customer preferences:
Japanese consumers have shown a strong interest in virtual reality (VR) technology, which has contributed to the growth of the VR Software market in the country. The Japanese market is known for its technological advancements and early adoption of new technologies. Consumers in Japan are particularly drawn to immersive and interactive experiences, making VR Software a popular choice for entertainment and gaming purposes. Additionally, the younger generation in Japan, who are more tech-savvy and open to new experiences, are driving the demand for VR Software.

Trends in the market:
One of the key trends in the VR Software market in Japan is the increasing availability and variety of VR content. As more companies and developers enter the market, there is a growing range of VR applications, games, and experiences available to consumers. This has led to a more diverse and competitive market, offering consumers a wider selection of VR Software options. Another trend in the market is the integration of VR Software with other industries. For example, VR is being used in the healthcare sector for training purposes, in the education sector for immersive learning experiences, and in the tourism industry to showcase virtual travel destinations. This integration of VR Software into various industries is driving the demand for VR technology in Japan.

Local special circumstances:
Japan has a strong gaming culture, and this has had a significant impact on the VR Software market. Japanese consumers are highly engaged in gaming and are willing to invest in VR Software to enhance their gaming experiences. This cultural aspect has created a favorable environment for the growth of the VR Software market in Japan. Additionally, Japan is known for its advanced technology infrastructure, which has facilitated the adoption and development of VR Software. The country has a high internet penetration rate and a strong network infrastructure, providing a solid foundation for the growth of the VR Software market.

Underlying macroeconomic factors:
The Japanese economy has been recovering steadily, which has positively influenced consumer spending. As the economy improves, consumers have more disposable income to spend on leisure activities, including VR Software. This increased consumer spending power has contributed to the growth of the VR Software market in Japan. Furthermore, the Japanese government has been actively promoting technological innovation and digital transformation. This has created a supportive environment for the development and adoption of VR Software. Government initiatives and policies aimed at fostering innovation have attracted investment and encouraged companies to enter the VR Software market in Japan. In conclusion, the VR Software market in Japan is experiencing significant growth and development due to customer preferences for immersive experiences, the availability of diverse VR content, the integration of VR Software into various industries, Japan's gaming culture, advanced technology infrastructure, recovering economy, and government support for technological innovation. As these factors continue to drive the market, the VR Software industry in Japan is expected to thrive in the coming years.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on VR software revenue, which includes revenues from video games and VR videos consumed via stand-alone or tethered units.

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:

F2The 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
  • Global Comparison
  • Methodology
  • Key Market Indicators
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