Games - Japan
- Japan
- In Japan, revenue in the Games market is projected to reach €46.42bn in 2025.
- Revenue is anticipated to demonstrate an annual growth rate (CAGR 2025-2029) of 5.10%, leading to a projected market volume of €56.63bn by 2029.
- In a global context, the majority of revenue will be generated United States, with an expected figure of €129,200.00m in 2025.
- Within Japan's Games market, the number of users is expected to reach 66.0m users by 2029.
- User penetration is forecasted at 50.1% in 2025, increasing to 55.3% by 2029.
- The average revenue per user (ARPU) in Japan is expected to amount to €1,592.00.
- Japan’s Games in the Media market is witnessing a resurgence in mobile gaming, driven by innovative storytelling and immersive experiences unique to its cultural context.
Key regions: United Kingdom, Germany, India, United States, South Korea
Analyst Opinion
The Games Market within the Media Market in Japan is witnessing moderate growth, influenced by factors such as evolving consumer preferences, advancements in gaming technology, and the popularity of mobile gaming, which together enhance engagement and accessibility.
Customer preferences: In Japan, gamers are increasingly gravitating towards immersive experiences, driven by the rise of virtual reality (VR) and augmented reality (AR) technologies that enhance gameplay. This trend reflects a cultural appreciation for storytelling and aesthetics, attracting younger audiences who value interactive narratives. Additionally, as more female gamers enter the market, there's a noticeable shift towards inclusive game design and diverse genres. The growing popularity of social gaming also highlights a desire for community engagement, blending gaming with social interaction and lifestyle integration.
Trends in the market: In Japan, the Games Market is experiencing a surge in interest towards multiplayer and cross-platform gaming, driven by advancements in cloud gaming technologies that enable seamless gameplay across devices. The trend reflects a cultural shift where gamers prioritize connectivity and social interaction, appealing to both casual and hardcore gamers. Moreover, the increasing incorporation of eSports into mainstream entertainment signifies a growing recognition of gaming as a legitimate competitive sport. This evolution is reshaping game development strategies, urging stakeholders to prioritize community-building features and diverse content to attract a broader audience.
Local special circumstances: In Japan, the Games Market is uniquely shaped by a rich cultural heritage that values craftsmanship and storytelling, driving the demand for high-quality narrative-driven games. Additionally, the country's advanced technological infrastructure supports the rapid adoption of augmented reality and virtual reality experiences, appealing to tech-savvy consumers. Furthermore, strict regulatory measures on content ensure that games often reflect societal values, influencing game themes and character design. These local factors foster a distinctive gaming environment, encouraging developers to innovate while respecting cultural nuances.
Underlying macroeconomic factors: The Games Market in Japan is significantly influenced by macroeconomic factors such as consumer spending patterns, technological innovation, and global economic trends. Japan's robust economy, characterized by high disposable income and a strong consumer culture, fosters a growing demand for premium gaming experiences. Moreover, the country's commitment to research and development in technology catalyzes advancements in gaming hardware and software, enhancing overall market appeal. International collaborations and exports of Japanese games contribute to economic growth, while fluctuating exchange rates can impact pricing strategies for global distribution. Additionally, government initiatives promoting digital content development support the industry’s expansion, creating a thriving ecosystem for game developers.
Methodology
Data coverage:
The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.Modeling approach / market size:
The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) 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 various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.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 GDP per capita, consumer spending per capita, and 4G coverage.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 is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. 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). Consumer Insights data is reweighted for representativeness.Vue d’ensemble
- Revenue
- Analyst Opinion
- Users
- Demographics
- Global Comparison
- Methodology
- Key Market Indicators