日本ゲーム市場規模シェア、競争環境、トレンド分析レポート:タイプ別(パズル、ソーシャルゲームアドベンチャー/ロールプレイングゲーム、ストラテジー、シミュレーション、その他)、デバイスタイプ別(コンソール、モバイルおよびタブレット、コンピューター)、プラットフォーム別(オンライン、オフライン):2024年から2032年までの機会分析および業界予測
レポートID : ROJP1124361 | 発行日 : 2024年11月 | フォーマット : : :
1 Preface
2 Scope and Methodology
2.1 Objectives of the Study
2.2 Stakeholders
2.3 Data Sources
2.3.1 Primary Sources
2.3.2 Secondary Sources
2.4 Market Estimation
2.4.1 Bottom-Up Approach
2.4.2 Top-Down Approach
2.5 Forecasting Methodology
3 Executive Summary
4 Japan Gaming Market - Introduction
4.1 Overview
4.2 Market Dynamics
4.3 Industry Trends
4.4 Competitive Intelligence
5 Japan Gaming Market Landscape
5.1 Historical and Current Market Trends (2019-2022)
5.2 Market Forecast (2023-2032)
6 Japan Gaming Market - Breakup By Type
6.1 Puzzles
6.1.1 Overview
6.1.2 Historical and Current Market Trends (2019-2022)
6.1.3 Market Forecast (2023-2032)
6.2 Social Games Adventure/Role Playing Games
6.2.1 Overview
6.2.2 Historical and Current Market Trends (2019-2022)
6.2.3 Market Forecast (2023-2032)
6.3 Strategy
6.3.1 Overview
6.3.2 Historical and Current Market Trends (2019-2022)
6.3.3 Market Forecast (2023-2032)
6.4 Simulation
6.4.1 Historical and Current Market Trends (2019-2022)
6.4.2 Market Forecast (2023-2032)
6.5 Others
6.5.1 Historical and Current Market Trends (2019-2022)
6.5.2 Market Forecast (2023-2032)
7 Japan Gaming Market - Breakup By Device Type
7.1 Consoles
7.1.1 Overview
7.1.2 Historical and Current Market Trends (2019-2022)
7.1.3 Market Forecast (2023-2032)
7.2 Mobiles & Tablets
7.2.1 Overview
7.2.2 Historical and Current Market Trends (2019-2022)
7.2.3 Market Forecast (2023-2032)
7.3 Computers
7.3.1 Overview
7.3.2 Historical and Current Market Trends (2019-2022)
7.3.3 Market Forecast (2023-2032)
8 Japan Gaming Market - Breakup By Platform
8.1 Online
8.1.1 Overview
8.1.2 Historical and Current Market Trends (2019-2022)
8.1.3 Market Forecast (2023-2032)
8.2 Offline
8.2.1 Overview
8.2.2 Historical and Current Market Trends (2019-2022)
8.2.3 Market Forecast (2023-2032)
9 Japan Gaming Market – Breakup by Region
9.1 Kanto Region
9.1.1 Overview
9.1.2 Historical and Current Market Trends (2019-2022)
9.1.3 Market Breakup By Type
9.1.4 Market Breakup By Device Type
9.1.5 Market Breakup By Platform
9.1.6 Key Players
9.1.7 Market Forecast (2023-2032)
9.2 Kansai/Kinki Region
9.2.1 Overview
9.2.2 Historical and Current Market Trends (2019-2022)
9.2.3 Market Breakup By Type
9.2.4 Market Breakup By Device Type
9.2.5 Market Breakup By Platform
9.2.6 Key Players
9.2.7 Market Forecast (2023-2032)
9.3 Central/ Chubu Region
9.3.1 Overview
9.3.2 Historical and Current Market Trends (2019-2022)
9.3.3 Market Breakup By Type
9.3.4 Market Breakup By Device Type
9.3.5 Market Breakup By Platform
9.3.6 Key Players
9.3.7 Market Forecast (2023-2032)
9.4 Kyushu-Okinawa Region
9.4.1 Overview
9.4.2 Historical and Current Market Trends (2019-2022)
9.4.3 Market Breakup By Type
9.4.4 Market Breakup By Device Type
9.4.5 Market Breakup By Platform
9.4.6 Key Players
9.4.7 Market Forecast (2023-2032)
9.5 Tohoku Region
9.5.1 Overview
9.5.2 Historical and Current Market Trends (2019-2022)
9.5.3 Market Breakup By Type
9.5.4 Market Breakup By Device Type
9.5.5 Market Breakup By Platform
9.5.6 Key Players
9.5.7 Market Forecast (2023-2032)
9.6 Chugoku Region
9.6.1 Overview
9.6.2 Historical and Current Market Trends (2019-2022)
9.6.3 Market Breakup By Type
9.6.4 Market Breakup By Device Type
9.6.5 Market Breakup By Platform
9.6.6 Key Players
9.6.7 Market Forecast (2023-2032)
9.7 Hokkaido Region
9.7.1 Overview
9.7.2 Historical and Current Market Trends (2019-2022)
9.7.3 Market Breakup By Type
9.7.4 Market Breakup By Device Type
9.7.5 Market Breakup By Platform
9.7.6 Key Players
9.7.7 Market Forecast (2023-2032)
9.8 Shikoku Region
9.8.1 Overview
9.8.2 Historical and Current Market Trends (2019-2022)
9.8.3 Market Breakup By Type
9.8.4 Market Breakup By Device Type
9.8.5 Market Breakup By Platform
9.8.6 Key Players
9.8.7 Market Forecast (2023-2032)
10 Japan Gaming Market – Competitive Landscape
10.1 Overview
10.2 Market Structure
10.3 Market Player Positioning
10.4 Top Winning Strategies
10.5 Competitive Dashboard
10.6 Company Evaluation Quadrant
11 Profiles of Key Players
11.1 Nintendo
11.1.1 Business Overview
11.1.2 Product Portfolio
11.1.3 Business Strategies
11.1.4 SWOT Analysis
11.1.5 Major News and Events
11.2 Square Enix
11.2.1 Business Overview
11.2.2 Product Portfolio
11.2.3 Business Strategies
11.2.4 SWOT Analysis
11.2.5 Major News and Events
11.3 Bandai Namco
11.3.1 Business Overview
11.3.2 Product Portfolio
11.3.3 Business Strategies
11.3.4 SWOT Analysis
11.3.5 Major News and Events
11.4 Konami
11.4.1 Business Overview
11.4.2 Product Portfolio
11.4.3 Business Strategies
11.4.4 SWOT Analysis
11.4.5 Major News and Events
11.5 Sony
11.5.1 Business Overview
11.5.2 Product Portfolio
11.5.3 Business Strategies
11.5.4 SWOT Analysis
11.5.5 Major News and Events
11.6 Capcom
11.6.1 Business Overview
11.6.2 Product Portfolio
11.6.3 Business Strategies
11.6.4 SWOT Analysis
11.6.5 Major News and Events
11.7 Altus
11.7.1 Business Overview
11.7.2 Product Portfolio
11.7.3 Business Strategies
11.7.4 SWOT Analysis
11.7.5 Major News and Events
11.8 Taito
11.8.1 Business Overview
11.8.2 Product Portfolio
11.8.3 Business Strategies
11.8.4 SWOT Analysis
11.8.5 Major News and Events
11.9 Namco Bandai Games
11.9.1 Business Overview
11.9.2 Product Portfolio
11.9.3 Business Strategies
11.9.4 SWOT Analysis
11.9.5 Major News and Events
11.10 SNK Corporation
11.10.1 Business Overview
11.10.2 Product Portfolio
11.10.3 Business Strategies
11.10.4 SWOT Analysis
11.10.5 Major News and Events
11.11 Video Game Localization
11.11.1 Business Overview
11.11.2 Product Portfolio
11.11.3 Business Strategies
11.11.4 SWOT Analysis
11.11.5 Major News and Events
11.12 Others
11.12.1 Business Overview
11.12.2 Product Portfolio
11.12.3 Business Strategies
11.12.4 SWOT Analysis
11.12.5 Major News and Events
Company names have not been provided here as this is a sample TOC. The complete list is provided in the report.
12 Japan Gaming Market - Industry Analysis
12.1 Drivers, Restraints, and Opportunities
12.1.1 Overview
12.1.2 Drivers
12.1.2.1 Growth in the Adoption of AR and VR Propels the Growth of the Market
12.1.3 Restraints
12.1.3.1 Growth in the Regulation of Loot Boxes May Impede the Growth of the Market
12.1.4 Opportunities
12.1.4.1 Growth in Cloud Gaming Propels the Growth of the Market
12.2 Porters Five Forces Analysis
12.2.1 Overview
12.2.2 Bargaining Power of Buyers
12.2.3 Bargaining Power of Suppliers
12.2.4 Degree of Competition
12.2.5 Threat of New Entrants
12.2.6 Threat of Substitutes
12.3 Value Chain Analysis
13 Appendix