Japan Gaming Market 2023-2030

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    JAPAN GAMING MARKET

     

    INTRODUCTION

     

    Gaming is big in Japan, with a history reaching back to the earliest arcade halls and is seen as a fantastic way to socialise. This industry has a unique place in the history of the gaming industry.

     

    infographic-Japan Gaming Market, Japan Gaming Market Size, Japan Gaming Market Trends, Japan Gaming Market Forecast, Japan Gaming Market Risks, Japan Gaming Market Report, Japan Gaming Market Share, Japan gaming peripherals market

     

    Most of the other main console platform owners over the decades have called it back to the house: Nintendo, SEGA, and Sony. Mario, Metal Gear, Pokémon, Final Fantasy, among Resident Evil are just a few of the recognised global properties that have come from it.

     

    Remember folks: it was still a gameplay powerhouse; however the sheer scale of its handheld gaming stars is frequently overlooked.

     

    With the publication of numerous well-known manga, anime, and video game titles like Sonic the Hedgehog, Final Fantasy, and Pokemon, Japan has long been recognised as a content powerhouse. The nation has a number of game IPs under its control, and new ones are constantly being developed. 

     

    The first country to have a dominant position in the global games market was Japan, showing a hybrid gaming industry built on a web of holding corporations owned by people in Japan, the United States, and Europe.

     

    JAPAN GAMING MARKET DEVELOPMENTS AND INNOVATIONS

     

    S No Overview of Development Development Detailing Region of Development Possible Future Outcomes
    1 Sega’s ‘huge’ tech announcement is arcade server technology Consumers Will Be Able To Use Arcades Outside Of Business Hours With The Help Of Fog Gaming. Japan This would enhance better Technological Controls
    2 Saudi’s MBS now owns over 96% of Japanese games developer SNK The Mohammed Bin Salman Foundation (MiSK) of Saudi Arabia’s Electronic Gaming Development Company (EGDC) now controls virtually all of Japanese games producer SNK, with 96.18 percent of the company’s shares. Japan This would enhance better Technological Controls
    3 Motorized Electric Gaming Bed takes gaming furniture to next level Considering the current gaming seats and workstations are, what we all truly want is a gaming bed, according to furniture producer Bauhutte. Japan This would enhance better Technological Controls
    4 Limited Run Games’ emulation initiative could finally open doors for untranslated Japanese games LRG’s Carbon Engine is a step in the right direction towards emulation. Japan This would enhance better Technological Controls
    5 Microsoft has launched Xbox Wire Japan to provide better coverage of Japanese games Xbox Wire Japan, for more in repository of gaming news, has been unveiled by Microsoft. Japan This would enhance better Technological Controls

     

    Square Enix has made an undisclosed investment in cloud gaming company Blacknut. Blacknut is a cloud gaming service that provides a huge variety of titles for a monthly fee.

     

    The platform is described as a “click-to-play experience” that works across “all internet-connected screens,” including PCs, mobile devices, smart TVs, and set-top boxes, according to the business.

     

    The funds will be used to support ongoing research and development to “solidify” its technology lead, expand the market reach of its B2B solution, and add more games to its portfolio, according to Blacknut.

     

    Square Enix believes the agreement will enable the Japanese business to keep on top of new advancements in the cloud gaming market, as well as accelerate the publisher’s future growth.

     

    JAPAN GAMING MARKET SIZE AND FORECAST

     

    The Japan Gaming Market accounted for $XX Billion in 2022 and is anticipated to reach $XX Billion by 2030, registering a CAGR of XX% from 2023 to 2030.

     

    JAPAN GAMING MARKET DYNAMICS

    Mini video game systems, such as the NES Classic and SNES Classic editions, had a brief stint in the spotlight in the early 2010s, and it appears Sega isn’t done with them yet.

     

    Sega announced the Mega Drive Mini 2 with Mega CD games during a livestream in Japan. A total of fifty games will be included on the Mega Drive Mini 2, as well as a “mystery new work.” The smaller console is expected to be released next year.

     

    Many more games are confirmed in the newly published Japan games line-up, which was previously not included in Sony’s first announcement of a limited list of games that will be made available as part of the new PS Plus service, which also stated that games offered may vary by local market.

     

    Several Resident Evil games, as well as first-party titles like Knack and Africa, and Bethesda titles like The Elder Scrolls IV, Fallout 4, Doom, and Wolfenstein: New Order, are among the PS Plus games available in Japan.

     

    Because Sony has chosen to publish the original Japanese language versions of the games, they operate in the NTSC 60hz format as well.

     

    Fans were dismayed to see that Sony had chosen the weaker 50hz PAL titles when the classic games went live in other Asian nations last month, a choice likely influenced by the desire to provide varied language support. It’s worth mentioning that the Western markets will almost certainly have a larger selection of titles.

     

    To penetrate the Japanese market, the gaming organisation Yield Guild Games (YGG) from the Philippines has teamed up with ForN Co., Ltd. YGG Japan will be run by ForN Co., Ltd., which offers a DAO for blockchain gaming.

     

    The gaming guild seeks to build the blockchain game market in Japan and grow its network through its scholarship programme, guild administration tools, and other incentive programmes for video games. Its goal is to introduce Japanese gamers to the world of P2E.

     

    In addition to offering P2E games to the Japanese market, YGG Japan will assist Japanese game developers in bringing blockchain games to a global audience.

     

    COMPETITIVE LANDSCAPE

     

    The Japanese video game industry is one of the most well-known and influential in the world. Shooting series are hugely popular all around the world, on all platforms and in all countries. Throughout Japan, however, this is not the case.

     

    Because of the large number of Switches consoles throughout Japan, the industry’s proportion of shooter involvement across console is smaller and its higher share of RPG engagement. Conversely, Xbox, one of the top three platform makers in the world, has a smaller following in Japan. 

     

    Sony Corporation is a leading mobiliser of the various explorer based and other gaming consoles-oriented mobiliser requirements in the market. The Sony PlayStation (PSX) used to be the most popular video gaming console.

     

    The PlayStation X, or PSX, was the first console to ditch the Super Nintendo cartridges port in favour of CD-ROM-based videogames. The product’s core architecture was also updated to offer a more immersive and responsive gameplay experience.

     

    Sega Inc. is part of the component manufacture trending companies in the current industry. The Sega’s innovative Fog Gaming innovation effectively transforms its Japanese arcades into server farms.

     

    Arcades will indeed be enabled to use the CPU and GPU power of their computers for other reasons, and it will also let them to generate money outside of regular business hours. Fog computing, also known as edge computing, adds more local node intermediaries.

     

    THIS REPORT WILL ANSWER FOLLOWING QUESTIONS

    1. How many Gaming are manufactured per annum in Japan? Who are the sub-component suppliers in this regions?
    2. Cost breakup of a  Japan Gaming and key vendor selection criteria
    3. Where is the Gaming manufactured? What is the average margin per unit?
    4. Market share of  Japan Gaming market manufacturers and their upcoming products
    5. Cost advantage for OEMs who manufacture  Japan Gaming In-house
    6. key predictions for next 5 years in Japan Gaming market
    7. Average B-2-B Gaming market price in all segments
    8. Latest trends in Gaming market, by every market segment
    9. The market size (both volume and value) of the Gaming market in 2023-2030 and every year in between?
    10. Production breakup of Gaming market, by suppliers and their OEM relationship

     

    Sl no Topic
    1 Market Segmentation
    2 Scope of the report
    3 Abbreviations
    4 Research Methodology
    5 Executive Summary
    6 Introduction
    7 Insights from Industry stakeholders
    8 Cost breakdown of Product by sub-components and average profit margin
    9 Disruptive innovation in the Industry
    10 Technology trends in the Industry
    11 Consumer trends in the industry
    12 Recent Production Milestones
    13 Component Manufacturing in US, EU and China
    14 COVID-19 impact on overall market
    15 COVID-19 impact on Production of components
    16 COVID-19 impact on Point of sale
    17 Market Segmentation, Dynamics and Forecast by Geography, 2023-2030
    18 Market Segmentation, Dynamics and Forecast by Product Type, 2023-2030
    19 Market Segmentation, Dynamics and Forecast by Application, 2023-2030
    20 Market Segmentation, Dynamics and Forecast by End use, 2023-2030
    21 Product installation rate by OEM, 2023
    22 Incline/Decline in Average B-2-B selling price in past 5 years
    23 Competition from substitute products
    24 Gross margin and average profitability of suppliers
    25 New product development in past 12 months
    26 M&A in past 12 months
    27 Growth strategy of leading players
    28 Market share of vendors, 2023
    29 Company Profiles
    30 Unmet needs and opportunity for new suppliers
    31 Conclusion
    32 Appendix
       
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