日本のゲーミング市場予測 2025-2032年

JAPAN GAMING MARKET FORECAST 2025-2032

日本のゲーミング市場予測 2025-2032年
Japan Gaming Market by Type (Online, Offline) Market by Component (Software, Hardware) Market by Platform (Console Gaming, Mobile Gaming, PC Gaming, Cloud Gaming) Market by Genre (Adventure/Role Playing Games, Puzzle Games, Social Games, Strategy Games, Simulation Games, Other Genres) Market by Monetization Model (In-App Advertising, Subscriptions, In-Game Purchases, Free-to-Play (F2P)) Market by Age Demographic (Children (Under 18), Adults (18 – 44), Seniors (45+)) Market by Distribution Channel (Physical Retail, Digital Distribution)

商品番号 : SMB-75719

出版社Inkwood Research
出版年月2025年3月
ページ数143
価格タイプシングルユーザライセンス
価格USD 1,100
種別英文調査報告書
タイトルSingle User Price (USD)
世界のゲーミング市場予測 2025-2032年GLOBAL GAMING MARKET FORECAST 2025-2032USD 2,900

KEY FINDINGS

The Japan gaming market was valued at $18.42 billion in 2024 and is expected to rise with a CAGR of 5.66% over the forecast years of 2025 to 2032. The base year regarded for the studied market is 2024, and the forecasting years are from 2025 to 2032.

日本のゲーミング市場は2024年に184.2億ドルと評価され、2025年から2032年の予測期間にわたって5.66%のCAGRで成長すると予想されています。調査対象市場の基準年は2024年で、予測期間は2025年から2032年です。

日本のゲーミング市場予測 2025-2032年
japan-gaming-market-growth

MARKET INSIGHTS

Japan’s gaming industry is experiencing significant growth, fueled by technological advancements and changing consumer preferences. The proliferation of high-speed internet and widespread smartphone adoption has particularly boosted the mobile gaming segment, driving its rapid expansion.

Additionally, the increasing popularity of eSports has led to higher investments in infrastructure, events, and professional teams, further propelling the market forward.

However, new gaming companies entering the Japanese market must navigate a complex regulatory environment. Various regulations govern the industry, including the Payment Services Act, the Act against Unjustifiable Premiums and Misleading Representations, and the Amusement Business Act.

Compliance with guidelines from organizations like the Japan Online Games Association (JOGA) and the Computer Entertainment Supplier’s Association (CESA) is crucial.

The Computer Entertainment Rating Organization (CERO) also plays a key role in these regulations. These regulations address key aspects such as game publishing, monetization strategies, and consumer protection measures.

Emerging trends create substantial opportunities within the market. Augmented reality games and virtual reality games are gaining traction, delivering immersive experiences that captivate players.

The rise of anime-based games further strengthens the industry, drawing from Japan’s rich cultural heritage in manga and anime. KLab Inc’s smartphone game based on Haruichi Furudate’s manga Haikyu exemplifies this trend, showcasing stunning visuals and engaging gameplay.

By merging popular media forms, these games appeal to both domestic and international audiences, expanding the market’s reach. The gaming industry plays a vital role in Japan’s economy. In 2022, it accounted for 0.1% of Japan’s GDP, a notable contribution for a single sector.

With increasing investments in game development and emerging technologies, this share is expected to grow. The industry also employs over 100,000 professionals, including game developers, designers, artists, and marketers.

Additionally, it fosters new career paths, such as eSports players and content creators, further boosting economic growth.

日本のゲーミング市場予測 2025-2032年 market-size
japan-gaming-market-size

SEGMENTATION ANALYSIS

The Japan gaming market segmentation includes the market by type, component, platform, genre, monetization model, age demographic, and distribution channel. The age demographic segment is further divided into children (under 18), adults (18 – 44), and seniors (45+).

日本のゲーム市場の区分には、タイプ、コンポーネント、プラットフォーム、ジャンル、収益化モデル、年齢層、流通チャネルによる市場が含まれます。年齢層セグメントはさらに、子供 (18 歳未満)、大人 (18 ~ 44 歳)、高齢者 (45 歳以上) に分けられます。

In Japan’s gaming market, the 18 to 44 age demographic plays a pivotal role, actively engaging across various gaming platforms. A 2019 survey showed that approximately 73% of individuals aged 18 to 24 played mobile games on their smartphones, emphasizing mobile gaming’s dominance among younger adults.

日本のゲーム市場では、18~44歳の年齢層が重要な役割を果たしており、さまざまなゲームプラットフォームで積極的に活動しています。2019年の調査では、18~24歳の約73%がスマートフォンでモバイルゲームをプレイしており、若年層の間でモバイルゲームが優勢であることが示されました。

Console gaming also attracts strong participation within this age group. In 2022, data revealed that 70.60% of gaming console owners in Japan were aged 18 to 24, demonstrating their strong preference for console gaming.

eSports has gained significant traction among this demographic. A 2022 survey found that 23% of men aged 20 to 29 showed interest in eSports, highlighting their engagement with competitive gaming.

These insights reflect the strong engagement of the 18 to 44 age group in Japan’s gaming industry, presenting opportunities for tailored content and strategic marketing.

REPORT SYNOPSIS

REPORT SCOPEDETAILS
Market Forecast Years2025-2032
Base Year2024
Market Historical Years2018-2023
Forecast UnitsRevenue ($ Billion)
Segments Analyzed

Type, Component, Platform, Genre, Monetization Model, Age Demographic, and Distribution Channel

Countries AnalyzedJapan
Companies AnalyzedBandai Namco Holdings Inc, Koei Tecmo Holdings Co Ltd, Nintendo Co Ltd, Sega Sammy Holdings Inc, Square Enix Holdings Co Ltd, Sony Interactive Entertainment Inc

COMPETITIVE INSIGHTS

Some of the top players operating in the Japan gaming market include Nintendo Co Ltd, Sega Sammy Holdings Inc, Square Enix Holdings Co Ltd, etc.

Nintendo Co Ltd, based in Kyoto, Japan, is a global leader in video game development and console manufacturing. The company operates across key segments, including dedicated gaming hardware, software development, and mobile gaming.

It serves markets in Japan, North America, Europe, and the Asia-Pacific. The company’s product portfolio includes iconic gaming consoles such as the Nintendo Switch, Switch OLED, and Switch Lite.

Franchises like Super Mario, The Legend of Zelda, Pokémon, and Animal Crossing also contribute to Nintendo’s success. Nintendo has also expanded into mobile gaming with popular titles like Mario Kart Tour and Fire Emblem Heroes.

TABLE OF CONTENTS

1. RESEARCH SCOPE & METHODOLOGY
1.1. STUDY OBJECTIVES
1.2. METHODOLOGY
1.3. ASSUMPTIONS & LIMITATIONS
2. EXECUTIVE SUMMARY
2.1. MARKET SIZE & ESTIMATES
2.2. COUNTRY SNAPSHOT
2.3. COUNTRY ANALYSIS
2.4. SCOPE OF STUDY
2.5. MAJOR MARKET FINDINGS
2.5.1. STRONG MARKET LEADERSHIP IN CONSOLE GAMING FUELED BY ADVANCED TECHNOLOGY AND ICONIC FRANCHISES
2.5.2. PC AND CONSOLE GAMING WITNESS STEADY GROWTH AMIDST MOBILE GAMING SURGE
2.5.3. SUBSCRIPTION-BASED GAMING MODELS ARE GAINING TRACTION AMONG PUBLISHERS AND PLAYERS
2.5.4. SUSTAINABLE AND INCLUSIVE GAMING PRACTICES EMERGING AS INDUSTRY PRIORITIES
3. MARKET DYNAMICS
3.1. KEY DRIVERS
3.1.1. SURGE IN MOBILE GAMING FUELED BY SMARTPHONE PENETRATION AND AFFORDABLE INTERNET
3.1.2. ADVANCEMENTS IN CLOUD GAMING TECHNOLOGIES ARE ENABLING SEAMLESS ACCESS
3.1.3. RISING POPULARITY OF ESPORTS AND COMPETITIVE GAMING ACROSS THE COUNTRY
3.2. KEY RESTRAINTS
3.2.1. HIGH DEVELOPMENT COSTS FOR AAA GAMES AND ADVANCED GAMING HARDWARE
3.2.2. LIMITED INFRASTRUCTURE AND CONNECTIVITY IN EMERGING ECONOMIES
3.2.3. CONCERNS OVER GAMING ADDICTION AND ASSOCIATED HEALTH ISSUES
4. KEY ANALYTICS
4.1. TIMELINE OF THE GAMING INDUSTRY
4.2. PARENT MARKET ANALYSIS: MEDIA & ENTERTAINMENT
4.3. KEY MARKET TRENDS
4.3.1. INTEGRATION OF AUGMENTED REALITY (AR) AND VIRTUAL REALITY (VR) FOR IMMERSIVE GAMING EXPERIENCES
4.3.2. INCREASING FOCUS ON CROSS-PLATFORM GAMING TO ENHANCE USER ENGAGEMENT
4.3.3. GROWTH IN INDIE GAME DEVELOPMENT SUPPORTED BY CROWDFUNDING PLATFORMS
4.3.4. EXPANDING ROLE OF ARTIFICIAL INTELLIGENCE IN GAME DESIGN AND PLAYER INTERACTION
4.4. PORTER’S FIVE FORCES ANALYSIS
4.4.1. BUYERS POWER
4.4.2. SUPPLIERS POWER
4.4.3. SUBSTITUTION
4.4.4. NEW ENTRANTS
4.4.5. INDUSTRY RIVALRY
4.5. GROWTH PROSPECT MAPPING
4.6. MARKET MATURITY ANALYSIS
4.7. MARKET CONCENTRATION ANALYSIS
4.8. VALUE CHAIN ANALYSIS
4.8.1. GAME DEVELOPMENT
4.8.2. PLATFORM INTEGRATION AND PUBLISHING
4.8.3. DISTRIBUTION CHANNELS
4.8.4. MARKETING AND PROMOTION
4.8.5. END-USER ENGAGEMENT AND FEEDBACK
4.9. REGULATORY FRAMEWORK AND COMPLIANCE BODIES
4.10. EXCLUSIVE INSIGHTS
4.10.1. AVERAGE PRICE OF SINGLE PLAYER GAME & LIVE SERVICES GAMES
4.10.2. GENRE PREFERENCE VARY BY AGE – DRIVEN BY LIFESTYLE AND GENERATIONAL DIFFERENCES
4.10.3. NEXT GENERATION OF RETIREES EXPECTED TO PLAY GAMES MORE THAN CURRENT RETIREES
4.10.4. PLAYERS IN EMERGING ECONOMIES PLAY MORE AND PLAN TO PLAY MORE IN THE FUTURE
4.10.5. INSIGHTS ON METAVERSE AND ITS IMPACT ON THE FUTURE OF GAMING INDUSTRY
5. MARKET BY TYPE
5.1. ONLINE
5.1.1. MARKET FORECAST FIGURE
5.1.2. SEGMENT ANALYSIS
5.2. OFFLINE
5.2.1. MARKET FORECAST FIGURE
5.2.2. SEGMENT ANALYSIS
6. MARKET BY COMPONENT
6.1. SOFTWARE
6.1.1. MARKET FORECAST FIGURE
6.1.2. SEGMENT ANALYSIS
6.2. HARDWARE
6.2.1. MARKET FORECAST FIGURE
6.2.2. SEGMENT ANALYSIS
7. MARKET BY PLATFORM
7.1. CONSOLE GAMING
7.1.1. MARKET FORECAST FIGURE
7.1.2. SEGMENT ANALYSIS
7.2. MOBILE GAMING
7.2.1. MARKET FORECAST FIGURE
7.2.2. SEGMENT ANALYSIS
7.3. PC GAMING
7.3.1. MARKET FORECAST FIGURE
7.3.2. SEGMENT ANALYSIS
7.4. CLOUD GAMING
7.4.1. MARKET FORECAST FIGURE
7.4.2. SEGMENT ANALYSIS
8. MARKET BY GENRE
8.1. ADVENTURE/ROLE PLAYING GAMES
8.1.1. MARKET FORECAST FIGURE
8.1.2. SEGMENT ANALYSIS
8.2. PUZZLE GAMES
8.2.1. MARKET FORECAST FIGURE
8.2.2. SEGMENT ANALYSIS
8.3. SOCIAL GAMES
8.3.1. MARKET FORECAST FIGURE
8.3.2. SEGMENT ANALYSIS
8.4. STRATEGY GAMES
8.4.1. MARKET FORECAST FIGURE
8.4.2. SEGMENT ANALYSIS
8.5. SIMULATION GAMES
8.5.1. MARKET FORECAST FIGURE
8.5.2. SEGMENT ANALYSIS
8.6. OTHER GENRES
8.6.1. MARKET FORECAST FIGURE
8.6.2. SEGMENT ANALYSIS
9. MARKET BY MONETIZATION MODEL
9.1. IN-APP ADVERTISING
9.1.1. MARKET FORECAST FIGURE
9.1.2. SEGMENT ANALYSIS
9.2. SUBSCRIPTIONS
9.2.1. MARKET FORECAST FIGURE
9.2.2. SEGMENT ANALYSIS
9.3. IN-GAME PURCHASES
9.3.1. MARKET FORECAST FIGURE
9.3.2. SEGMENT ANALYSIS
9.4. FREE-TO-PLAY (F2P)
9.4.1. MARKET FORECAST FIGURE
9.4.2. SEGMENT ANALYSIS
10. MARKET BY AGE DEMOGRAPHIC
10.1. CHILDREN (UNDER 18)
10.1.1. MARKET FORECAST FIGURE
10.1.2. SEGMENT ANALYSIS
10.2. ADULTS (18 – 44)
10.2.1. MARKET FORECAST FIGURE
10.2.2. SEGMENT ANALYSIS
10.3. SENIORS (45+)
10.3.1. MARKET FORECAST FIGURE
10.3.2. SEGMENT ANALYSIS
11. MARKET BY DISTRIBUTION CHANNEL
11.1. PHYSICAL RETAIL
11.1.1. MARKET FORECAST FIGURE
11.1.2. SEGMENT ANALYSIS
11.2. DIGITAL DISTRIBUTION
11.2.1. MARKET FORECAST FIGURE
11.2.2. SEGMENT ANALYSIS
12. COMPETITIVE LANDSCAPE
12.1. KEY STRATEGIC DEVELOPMENTS
12.1.1. MERGERS & ACQUISITIONS
12.1.2. PRODUCT LAUNCHES & DEVELOPMENTS
12.1.3. PARTNERSHIPS & AGREEMENTS
12.1.4. BUSINESS EXPANSIONS & DIVESTITURES
12.2. COMPANY PROFILES
12.2.1. BANDAI NAMCO HOLDINGS INC
12.2.1.1. COMPANY OVERVIEW
12.2.1.2. PRODUCTS
12.2.1.3. STRENGTHS & CHALLENGES
12.2.2. KOEI TECMO HOLDINGS CO LTD
12.2.2.1. COMPANY OVERVIEW
12.2.2.2. PRODUCTS
12.2.2.3. STRENGTHS & CHALLENGES
12.2.3. NINTENDO CO LTD
12.2.3.1. COMPANY OVERVIEW
12.2.3.2. PRODUCTS
12.2.3.3. STRENGTHS & CHALLENGES
12.2.4. SEGA SAMMY HOLDINGS INC
12.2.4.1. COMPANY OVERVIEW
12.2.4.2. PRODUCTS
12.2.4.3. STRENGTHS & CHALLENGES
12.2.5. SQUARE ENIX HOLDINGS CO LTD
12.2.5.1. COMPANY OVERVIEW
12.2.5.2. PRODUCTS
12.2.5.3. STRENGTHS & CHALLENGES
12.2.6. SONY INTERACTIVE ENTERTAINMENT INC
12.2.6.1. COMPANY OVERVIEW
12.2.6.2. PRODUCTS
12.2.6.3. STRENGTHS & CHALLENGES

LIST OF TABLES

TABLE 1: MARKET SNAPSHOT – GAMING

TABLE 2: COUNTRY SNAPSHOT – JAPAN

TABLE 3: TIMELINE OF THE GAMING INDUSTRY

TABLE 4: REGULATORY FRAMEWORK AND COMPLIANCE BODIES

TABLE 5: JAPAN GAMING MARKET, BY TYPE, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)

TABLE 6: JAPAN GAMING MARKET, BY TYPE, FORECAST YEARS, 2025-2032 (IN $ BILLION)

TABLE 7: JAPAN GAMING MARKET, BY COMPONENT, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)

TABLE 8: JAPAN GAMING MARKET, BY COMPONENT, FORECAST YEARS, 2025-2032 (IN $ BILLION)

TABLE 9: JAPAN GAMING MARKET, BY PLATFORM, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)

TABLE 10: JAPAN GAMING MARKET, BY PLATFORM, FORECAST YEARS, 2025-2032 (IN $ BILLION)

TABLE 11: JAPAN GAMING MARKET, BY GENRE, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)

TABLE 12: JAPAN GAMING MARKET, BY GENRE, FORECAST YEARS, 2025-2032 (IN $ BILLION)

TABLE 13: JAPAN GAMING MARKET, BY MONETIZATION MODEL, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)

TABLE 14: JAPAN GAMING MARKET, BY MONETIZATION MODEL, FORECAST YEARS, 2025-2032 (IN $ BILLION)

TABLE 15: JAPAN GAMING MARKET, BY AGE DEMOGRAPHIC, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)

TABLE 16: JAPAN GAMING MARKET, BY AGE DEMOGRAPHIC, FORECAST YEARS, 2025-2032 (IN $ BILLION)

TABLE 17: JAPAN GAMING MARKET, BY DISTRIBUTION CHANNEL, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)

TABLE 18: JAPAN GAMING MARKET, BY DISTRIBUTION CHANNEL, FORECAST YEARS, 2025-2032 (IN $ BILLION)

TABLE 19: LIST OF MERGERS & ACQUISITIONS

TABLE 20: LIST OF PRODUCT LAUNCHES & DEVELOPMENTS

TABLE 21: LIST OF PARTNERSHIPS & AGREEMENTS

TABLE 22: LIST OF BUSINESS EXPANSIONS & DIVESTITURES

LIST OF FIGURES

FIGURE 1: MAJOR MARKET FINDINGS

FIGURE 2: MARKET DYNAMICS

FIGURE 3: KEY MARKET TRENDS

FIGURE 4: PORTER’S FIVE FORCES ANALYSIS

FIGURE 5: GROWTH PROSPECT MAPPING

FIGURE 6: MARKET MATURITY ANALYSIS

FIGURE 7: MARKET CONCENTRATION ANALYSIS

FIGURE 8: VALUE CHAIN ANALYSIS

FIGURE 9: JAPAN GAMING MARKET, GROWTH POTENTIAL, BY TYPE, IN 2024

FIGURE 10: JAPAN GAMING MARKET, BY ONLINE, 2025-2032 (IN $ BILLION)

FIGURE 11: JAPAN GAMING MARKET, BY OFFLINE, 2025-2032 (IN $ BILLION)

FIGURE 12: JAPAN GAMING MARKET, GROWTH POTENTIAL, BY COMPONENT, IN 2024

FIGURE 13: JAPAN GAMING MARKET, BY SOFTWARE, 2025-2032 (IN $ BILLION)

FIGURE 14: JAPAN GAMING MARKET, BY HARDWARE, 2025-2032 (IN $ BILLION)

FIGURE 15: JAPAN GAMING MARKET, GROWTH POTENTIAL, BY PLATFORM, IN 2024

FIGURE 16: JAPAN GAMING MARKET, BY CONSOLE GAMING, 2025-2032 (IN $ BILLION)

FIGURE 17: JAPAN GAMING MARKET, BY MOBILE GAMING, 2025-2032 (IN $ BILLION)

FIGURE 18: JAPAN GAMING MARKET, BY PC GAMING, 2025-2032 (IN $ BILLION)

FIGURE 19: JAPAN GAMING MARKET, BY CLOUD GAMING, 2025-2032 (IN $ BILLION)

FIGURE 20: JAPAN GAMING MARKET, GROWTH POTENTIAL, BY GENRE, IN 2024

FIGURE 21: JAPAN GAMING MARKET, BY ADVENTURE/ROLE PLAYING GAMES, 2025-2032 (IN $ BILLION)

FIGURE 22: JAPAN GAMING MARKET, BY PUZZLE GAMES, 2025-2032 (IN $ BILLION)

FIGURE 23: JAPAN GAMING MARKET, BY SOCIAL GAMES, 2025-2032 (IN $ BILLION)

FIGURE 24: JAPAN GAMING MARKET, BY STRATEGY GAMES, 2025-2032 (IN $ BILLION)

FIGURE 25: JAPAN GAMING MARKET, BY SIMULATION GAMES, 2025-2032 (IN $ BILLION)

FIGURE 26: JAPAN GAMING MARKET, BY OTHER GENRES, 2025-2032 (IN $ BILLION)

FIGURE 27: JAPAN GAMING MARKET, GROWTH POTENTIAL, BY MONETIZATION MODEL, IN 2024

FIGURE 28: JAPAN GAMING MARKET, BY IN-APP ADVERTISING, 2025-2032 (IN $ BILLION)

FIGURE 29: JAPAN GAMING MARKET, BY SUBSCRIPTIONS, 2025-2032 (IN $ BILLION)

FIGURE 30: JAPAN GAMING MARKET, BY IN-GAME PURCHASES, 2025-2032 (IN $ BILLION)

FIGURE 31: JAPAN GAMING MARKET, BY FREE-TO-PLAY (F2P), 2025-2032 (IN $ BILLION)

FIGURE 32: JAPAN GAMING MARKET, GROWTH POTENTIAL, BY AGE DEMOGRAPHIC, IN 2024

FIGURE 33: JAPAN GAMING MARKET, BY CHILDREN (UNDER 18), 2025-2032 (IN $ BILLION)

FIGURE 34: JAPAN GAMING MARKET, BY ADULTS (18 – 44), 2025-2032 (IN $ BILLION)

FIGURE 35: JAPAN GAMING MARKET, BY SENIORS (45+), 2025-2032 (IN $ BILLION)

FIGURE 36: JAPAN GAMING MARKET, GROWTH POTENTIAL, BY DISTRIBUTION CHANNEL, IN 2024

FIGURE 37: JAPAN GAMING MARKET, BY PHYSICAL RETAIL, 2025-2032 (IN $ BILLION)

FIGURE 38: JAPAN GAMING MARKET, BY DIGITAL DISTRIBUTION, 2025-2032 (IN $ BILLION)