Gaming Networks

  • Japan
  • In Japan, revenue in the Gaming Networks market market is projected to reach €296.50m in 2024.
  • Revenue in this market is expected to show an annual growth rate (CAGR 2024-2029) of 6.25%, resulting in a projected market volume of €401.50m by 2029.
  • By 2029, the number of users in the Gaming Networks market market in Japan is expected to amount to 17.9m users.
  • User penetration in Japan will be 11.3% in 2024 and is anticipated to reach 15.0% by 2029.
  • In a global context, most revenue will be generated the United States, with an expected figure of €702.60m in 2024.
  • The average revenue per user (ARPU) in the Gaming Networks market market in Japan is projected to amount to €21.36 in 2024.
  • In Japan, the gaming networks are increasingly embracing immersive technologies, indicating a shift towards enhancing user engagement and interactive experiences.

Key regions: United Kingdom, United States, France, Asia, Europe

 
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Analyst Opinion

Gaming Networks in Japan have experienced significant growth in recent years, driven by changing customer preferences and local special circumstances.

Customer preferences:
Japanese consumers have shown a strong preference for online gaming, with a particular interest in multiplayer and social gaming experiences. This has led to a surge in demand for gaming networks that provide a platform for players to connect and compete with each other. Additionally, Japanese gamers have a high affinity for mobile gaming, as smartphones and tablets have become increasingly popular gaming devices. The convenience and portability of mobile gaming have contributed to the rise of gaming networks that cater specifically to this market segment.

Trends in the market:
One notable trend in the Japanese gaming network market is the increasing popularity of eSports. Competitive gaming has gained a significant following in Japan, with professional eSports teams and tournaments attracting large audiences. This trend has led to the development of gaming networks that focus on providing a platform for eSports competitions and events. Additionally, there has been a growing interest in virtual reality (VR) gaming in Japan. Gaming networks that offer VR gaming experiences have gained traction, as consumers seek more immersive and interactive gameplay.

Local special circumstances:
Japan has a unique gaming culture that has contributed to the growth of gaming networks. The country has a long history of video game development and a dedicated fan base. Japanese gamers are known for their enthusiasm and passion for gaming, which has created a strong demand for gaming networks that cater to their specific preferences. Additionally, Japan has a well-developed internet infrastructure, with high-speed connectivity widely available. This has facilitated the growth of online gaming and gaming networks in the country.

Underlying macroeconomic factors:
The Japanese gaming network market has also been influenced by underlying macroeconomic factors. The country has a large population of tech-savvy consumers who are willing to spend on gaming-related products and services. Furthermore, Japan has a strong economy and a high disposable income, which has allowed consumers to invest in gaming networks and related accessories. The government has also played a role in supporting the gaming industry through initiatives such as tax incentives for game developers and the promotion of eSports. In conclusion, the Gaming Networks market in Japan has experienced significant growth due to changing customer preferences, local special circumstances, and underlying macroeconomic factors. The popularity of online and mobile gaming, the rise of eSports, and the interest in VR gaming have all contributed to the expansion of gaming networks in Japan. With a strong gaming culture and a supportive economic environment, the Japanese gaming network market is poised for further growth in the coming years.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. 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.

Visión general

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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