Japan Digital Gaming Market Size, Trends, Growth & Outlook

Japan Digital Gaming Market - By Devices (Personal Computer, Laptop, Tablet, Smartphone, Console Unit, Others), By Gaming Platform (Android, Flash, iOS, Social Network), By Gaming Audience (Social Gamers, Serious Gamers, Core Gamers), By Revenue Models (Premium, Freemium, Paymium), By Genres (Shooter, Role- play Action, Sports, Strategy, Others) & Japan Region - Market Size, Trends, Opportunity, Forecast 2020-2028

Industry: ICT | Report ID: FAMI-00493 | Published on: Oct, 2020 | View: 496 | Share:         

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*As the coronavirus disease (COVID-19) crisis takes over the world, we are continuously tracking the changes in the markets, as well as the purchase behaviours of the consumers globally and our estimates about the latest market trends and forecasts are being done after considering the impact of this pandemic.

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Facto Market Insights added a title on “Japan Digital Gaming Market – 2020-2028” to its collection of market research reports. The study of the Japan digital gaming market will include the analysis of all the comprehensive segments, along with the market size, Y-O-Y growth analysis and structure of the overall industry. The industry structure is based upon a unique combination of industry research, fieldwork, market sizing analysis, and our in-house expertise. The regional manufacturers and new market players in the Japan digital gaming market can also leverage the information which is available in the research report to make strategic business decisions in the industry.

The infectious coronavirus (formerly 2019-nCoV) broke out in late 2019, which has imposed a medical emergency across the globe. More than 175 countries and territories have reported cases of COVID-19. On March 11th, 2020, the WHO declared the novel coronavirus a pandemic officially. With the spread of these diseases, it is expected that the GDP of various developed & developing countries will decline in the upcoming years. Further, with the increasing instances of COVID-19 many countries went under lockdown situations to control the pandemic which is anticipated to hamper the growth of various industries. The report analyzes impact of COVID-19 on Japan digital gaming market.

The study on the market research report also includes the section of market dynamics which defines the true prospect of the market. Further, the market dynamics section is segregated into market growth factors, market trends, market opportunities and market barriers which defines the current nature and future status of the Japan digital gaming market. Along with this, the market research report also covers the facts & figures related to the macroeconomic trends that are expected to impact the growth of Japan digital gaming market.

Additionally, the porter’s five forces analysis demonstrates the five forces which include buyers bargaining power, suppliers bargaining power, the threat of new entrants, the threat of substitutes, and degree of competition in the Japan digital gaming market. In the market research report, the porter's five forces framework explains the method for analysing the competition of the business including industry structure and the level of competition in the overall market.

Moreover, the report also covers the section of competitive landscape of the Japan digital gaming market, which includes the market share and positioning of all the major players in the industry. The competitive landscape analysis provides comprehensive analysis of the company’s business and performance including company overview, financial information of market players, business strategy, revenue breakup by segment and by geography, SWOT Analysis, key product offering, marketing and distribution strategies, new product development and recent news related with the market. The recent news section is further segregated into acquisition, expansion, technology development, research & development and other market activities.

Japan Digital Gaming Market Segmentation:

The market for Japan digital gaming is divided into six major segments which including device, gaming platform, gaming audience, revenue models, genres and region. The study offers a comprehensive analysis of the segmentations in the Japan digital gaming market, this segmentation includes the segments which hold the major contribution into the market and also provides detailed growth parameters about the market.

By Device

- Personal Computer

- Laptop, Tablet

- Smartphone

- Notepad

- Others

By Gaming Platform

- Android

- Flash

- iOS

- Social Network

By Gaming Audience

- Social Gamers

- Serious Gamers

- Core Gamers

By Revenue Models

- Premium

- Freemium

- Paymium

By Genres

- Shooter

- Role-play

- Action

- Sports

- Strategy

- Others

By Geography

- Japan

Japan Digital Gaming Market: Competitive Landscape

In the section of competitive landscape includes the market share analysis and positioning of the major & niche key players in the market. The market share analysis explains that how a firm is performing in the marketplace when it is compared to its competitors. In addition to this, the research report also includes the profiling of major & niche key players in the Japan digital gaming market. Some of the key players profiled include:

  • Sony Corporation
  • Tapinator, Inc.
  • Ubisoft
  • NVidia Corpor
  • Sega Games Co. Ltd.
  • Activision Blizzard
  • Electronic Arts
  • Electronic Arts Inc. (EA)
  • Microsoft Corporation
  • Nintendo Co. Ltd.

 

Timeline Considered for Analysis:

- 2019: Base Year

- 2020: Estimated Year

- 2020 to 2028: Forecast Period

Key Questions Answered in this Report:

  • What was the overall market size in 2019? What will be the market growth during the forecast period i.e. 2020-2028?
  • What are the most promising and high-growth trends in the overall market?
  • What are the key factors impacting market dynamics? What are the growth drivers, and restraints in the Japan digital gaming market?
  • What are the emerging industry trends in the Japan digital gaming market?
  • What are recent development and advancement in the Japan digital gaming market?
  • What merger & acquisition activities have occurred in the past 4 years and what is its impact on the market?

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Research Methodology

Market Definition and List of Abbreviations

1. Executive Summary
2. Growth Drivers & Issues in Japan Digital Gaming Market
3. Japan Digital Gaming Market Trends
4. Opportunities in Japan Digital Gaming Market
5. Recent Industry Activities, 2020
6. Porter's Five Forces Analysis
7. Market Value Chain and Supply Chain Analysis
8. Japan Digital Gaming Market Size (USD Million), Growth Analysis and Forecast, (2020 - 2028)

9. Japan Digital Gaming Market Segmentation Analysis, By Device
9.1. Introduction
9.2. Market Attractiveness, By Device
9.3. BPS Analysis, By Device
9.4. Personal Computer
9.5. Laptop, Tablet
9.6. Smartphone
9.7. Notepad
9.8. Others

10. Japan Digital Gaming Market Segmentation Analysis, By Gaming Platform
10.1. Introduction
10.2. Market Attractiveness, By Gaming Platform
10.3. BPS Analysis, By Gaming Platform
10.4. Android
10.5. Flash
10.6. iOS
10.7. Social Network

11. Japan Digital Gaming Market Segmentation Analysis, By Gaming Audience
11.1. Introduction
11.2. Market Attractiveness, By Gaming Audience
11.3. BPS Analysis, By Gaming Audience
11.4. Social Gamers
11.5. Serious Gamers
11.6. Core Gamers

12. Japan Digital Gaming Market Segmentation Analysis, By Revenue Models
12.1. Introduction
12.2. Market Attractiveness, By Revenue Models
12.3. BPS Analysis, By Revenue Models
12.4. Premium
12.5. Freemium
12.6. Paymium

13. Japan Digital Gaming Market Segmentation Analysis, By Genres
13.1. Introduction
13.2. Market Attractiveness, By Genres
13.3. BPS Analysis, By Genres
13.4. Shooter
13.5. Role-play
13.6. Action
13.7. Sports
13.8. Strategy
13.9. Others

14. Geographical Analysis
14.1. Introduction
14.2. Japan Digital Games Market Size (USD Million), 2020 - 2028
14.2.1. By Device
14.2.2. By Gaming Platform
14.2.3. By Gaming Audience
14.2.4. By Revenue Models
14.2.5. By Genres
14.2.6. By Country
14.2.6.1. Market Attractiveness, By Country
14.2.6.2. BPS Analysis, By Country
14.2.6.3. Japan Market Size (USD Million), 2020 - 2028

15. Competitive Landscape
15.1. Sony Corporation
15.2. Tapinator, Inc.
15.3. Ubisoft
15.4. NVidia Corpor
15.5. Sega Games Co. Ltd.
15.6. Activision Blizzard
15.7. Electronic Arts
15.8. Electronic Arts Inc. (EA)
15.9. Microsoft Corporation
15.10. Nintendo Co. Ltd.

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