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市場調查報告書
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1729397

日本雲端遊戲市場報告(按設備類型、遊戲類型、技術、玩家和地區)2025-2033

Japan Cloud Gaming Market Report by Device Type, Genre, Technology, Gamers, and Region 2025-2033

出版日期: | 出版商: IMARC | 英文 119 Pages | 商品交期: 5-7個工作天內

價格
簡介目錄

2024 年,日本雲端遊戲市場規模達到 1.6 億美元。展望未來, IMARC Group預計到 2033 年該市場規模將達到 14.75 億美元,2025-2033 年期間的成長率 (CAGR) 為 28%。串流媒體技術的不斷進步,例如改進的視訊編解碼器和減少的延遲,使得雲端遊戲反應更快、更有趣,是推動市場發展的主要動力。

雲端遊戲,也稱為遊戲串流或雲端遊戲服務,是一種革命性的電子遊戲玩法。雲端遊戲不是在遊戲機或高階 PC 等本地硬體上運行遊戲,而是利用資料中心強大的遠端伺服器來處理和渲染遊戲圖形。玩家可以使用各種裝置(如智慧型手機、平板電腦、智慧電視或低階電腦)透過網路存取和控制這些遊戲,從而無需昂貴的遊戲硬體。雲端遊戲具有多種優勢,例如無需長時間下載或安裝即可即時存取大量遊戲庫。它還允許玩家在設備之間無縫切換,從上次中斷的地方繼續遊戲,即使在功能較弱的設備上也能享受高品質的圖形和遊戲體驗。然而,它的成功取決於低延遲的網路連線以確保遊戲的反應速度,而特定遊戲的可用性可能會因雲端遊戲平台而異。

日本雲端遊戲市場趨勢:

日本雲端遊戲市場正在經歷強勁成長,主要受幾個關鍵因素的推動。首先,高速網路連線的普及對該領域的擴張發揮了關鍵作用。隨著可靠寬頻的廣泛普及,遊戲玩家現在可以立即存取和享受他們最喜歡的遊戲,而無需高階遊戲硬體。此外,對遊戲便利性和行動性的需求不斷成長,進一步推動了市場的發展。雲端遊戲允許用戶在平板電腦、智慧型手機和智慧電視等多種裝置上玩遊戲,從而隨時隨地玩遊戲。這種無縫的跨平台相容性吸引了更廣泛的受眾並促進了市場成長。此外,雲端遊戲的成本效益是另一個重要的成長因素。遊戲玩家不再需要投資昂貴的遊戲機或個人電腦,因為他們可以透過訂閱服務存取龐大的遊戲庫。這種可負擔性因素使得遊戲變得民主化,吸引了更加多樣化和廣泛的用戶群。除了這些因素之外,預計電子競技和競技遊戲的新興趨勢將在預測期內推動日本雲端遊戲市場的發展。

日本雲端遊戲市場區隔:

設備類型洞察:

  • 智慧型手機
  • 智慧電視
  • 主機
  • 平板電腦

類型洞察:

  • 冒險/角色扮演遊戲
  • 謎題
  • 社交遊戲
  • 策略
  • 模擬
  • 其他

技術洞察:

  • 視訊串流
  • 文件流

玩家見解:

  • 重度核心玩家
  • 休閒遊戲玩家

競爭格局:

市場研究報告也對競爭格局進行了全面的分析。報告涵蓋了市場結構、關鍵參與者定位、最佳制勝策略、競爭儀表板和公司評估象限等競爭分析。此外,也提供了所有主要公司的詳細資料。一些關鍵參與者包括:

  • 亞馬遜網路服務公司
  • 國際商業機器公司
  • 微軟公司
  • 英偉達公司
  • 索尼互動娛樂有限公司(索尼公司)
  • 優必達

本報告回答的關鍵問題:

  • 日本雲端遊戲市場目前表現如何?未來幾年會如何表現?
  • 新冠疫情對日本雲端遊戲市場有何影響?
  • 根據設備類型,日本雲端遊戲市場是如何分類的?
  • 日本雲端遊戲市場按類型分類是怎樣的?
  • 日本雲端遊戲市場在技術層面的分類是怎麼樣的?
  • 日本雲端遊戲市場按玩家構成如何?
  • 日本雲端遊戲市場的價值鏈分為哪些階段?
  • 日本雲端遊戲的主要促進因素和挑戰是什麼?
  • 日本雲端遊戲市場的結構是怎麼樣的?主要參與者有哪些?
  • 日本雲端遊戲市場的競爭程度如何?

本報告回答的關鍵問題:

  • 日本雲端遊戲市場目前表現如何?未來幾年會如何表現?
  • 新冠疫情對日本雲端遊戲市場有何影響?
  • 根據設備類型,日本雲端遊戲市場是如何分類的?
  • 日本雲端遊戲市場按類型分類是怎樣的?
  • 日本雲端遊戲市場在技術層面的分類是怎麼樣的?
  • 日本雲端遊戲市場按玩家構成如何?
  • 日本雲端遊戲市場的價值鏈分為哪些階段?
  • 日本雲端遊戲的主要促進因素和挑戰是什麼?
  • 日本雲端遊戲市場的結構是怎麼樣的?主要參與者有哪些?
  • 日本雲端遊戲市場的競爭程度如何?

目錄

第1章:前言

第2章:範圍與方法

  • 研究目標
  • 利害關係人
  • 資料來源
    • 主要來源
    • 次要來源
  • 市場評估
    • 自下而上的方法
    • 自上而下的方法
  • 預測方法

第3章:執行摘要

第4章:日本雲端遊戲市場 - 簡介

  • 概述
  • 市場動態
  • 產業趨勢
  • 競爭情報

第5章:日本雲端遊戲市場格局

  • 歷史與當前市場趨勢(2019-2024)
  • 市場預測(2025-2033)

第6章:日本雲端遊戲市場 - 細分:依設備類型

  • 智慧型手機
    • 概述
  • 智慧電視
    • 概述
  • 主機
    • 概述
  • 平板電腦
    • 概述
    • 概述

第7章:日本雲端遊戲市場 - 細分:依遊戲類型

  • 冒險/角色扮演遊戲
    • 概述
  • 謎題
    • 概述
  • 社交遊戲
    • 概述
  • 策略
    • 概述
  • 模擬
    • 概述
  • 其他

第8章:日本雲端遊戲市場 - 細分:依技術

  • 視訊串流
    • 概述
  • 文件流
    • 概述

第9章:日本雲端遊戲市場 - 細分:玩家

  • 重度核心玩家
    • 概述
  • 休閒遊戲玩家
    • 概述

第10章:日本雲端遊戲市場-競爭格局

  • 概述
  • 市場結構
  • 市場參與者定位
  • 最佳獲勝策略
  • 競爭儀錶板
  • 公司評估象限

第 11 章:關鍵參與者簡介

  • Amazon Web Services Inc.
    • Business Overview
    • Services Offered
    • Business Strategies
    • SWOT Analysis
    • Major News and Events
  • International Business Machines Corporation
    • Business Overview
    • Services Offered
    • Business Strategies
    • SWOT Analysis
    • Major News and Events
  • Microsoft Corporation
    • Business Overview
    • Services Offered
    • Business Strategies
    • SWOT Analysis
    • Major News and Events
  • Nvidia Corporation
    • Business Overview
    • Services Offered
    • Business Strategies
    • SWOT Analysis
    • Major News and Events
  • Sony Interactive Entertainment LLC (Sony Corporation)
    • Business Overview
    • Services Offered
    • Business Strategies
    • SWOT Analysis
    • Major News and Events
  • Ubitus KK
    • Business Overview
    • Services Offered
    • Business Strategies
    • SWOT Analysis
    • Major News and Events

第 12 章:日本雲端遊戲市場 - 產業分析

  • 促進因素、限制因素和機遇
    • 概述
    • 驅動程式
    • 限制
    • 機會
  • 波特五力分析
    • 概述
    • 買家的議價能力
    • 供應商的議價能力
    • 競爭程度
    • 新進入者的威脅
    • 替代品的威脅
  • 價值鏈分析

第 13 章:附錄

簡介目錄
Product Code: SR112025A15523

Japan cloud gaming market size reached USD 160.0 Million in 2024. Looking forward, IMARC Group expects the market to reach USD 1,475.0 Million by 2033, exhibiting a growth rate (CAGR) of 28% during 2025-2033. The increasing advancements in streaming technology, such as improved video codecs and reduced latency, which have made cloud gaming more responsive and enjoyable, are primarily driving the market.

Cloud gaming, also called game streaming or cloud gaming services, is a revolutionary approach to playing video games. Instead of running games on local hardware, like a gaming console or a high-end PC, cloud gaming leverages powerful remote servers in data centers to process and render game graphics. Players access and control these games over the internet using a variety of devices, like smartphones, tablets, smart TVs, or low-end computers, eliminating the need for expensive gaming hardware. Cloud gaming offers several advantages, such as instant access to a vast library of games without lengthy downloads or installations. It also allows players to seamlessly switch between devices, pick up where they left off, and enjoy high-quality graphics and gameplay, even on less powerful devices. However, its success depends on low-latency internet connections to ensure responsive gameplay, and the availability of specific games may vary based on the cloud gaming platform.

Japan Cloud Gaming Market Trends:

The cloud gaming market in Japan is witnessing robust growth, primarily driven by several key factors. Firstly, the proliferation of high-speed internet connectivity has played a pivotal role in expanding this sector. With the widespread availability of reliable broadband, gamers can now access and enjoy their favorite titles instantly, eliminating the need for high-end gaming hardware. Moreover, the ever-increasing demand for convenience and mobility in gaming has fueled the market further. Cloud gaming permits users to play games on multiple devices, like tablets, smartphones, and smart TVs, making gaming accessible anytime, anywhere. This seamless cross-platform compatibility has attracted a broader audience and boosted the market growth. Furthermore, the cost-efficiency of cloud gaming is acting as another significant growth-inducing factor. Gamers are no longer required to invest in expensive gaming consoles or PCs, as they can access a vast library of games through subscription-based services. This affordability factor has democratized gaming, drawing in a more diverse and extensive user base. In addition to these factors, the emerging trend of esports and competitive gaming is expected to drive the cloud gaming market in Japan during the forecast period.

Japan Cloud Gaming Market Segmentation:

Device Type Insights:

  • Smartphones
  • Smart TVs
  • Consoles
  • Tablets
  • PCs

Genre Insights:

  • Adventure/Role Playing Games
  • Puzzles
  • Social Games
  • Strategy
  • Simulation
  • Others

Technology Insights:

  • Video Streaming
  • File Streaming

Gamers Insights:

  • Hardcore Gamers
  • Casual Gamers

Competitive Landscape:

The market research report has also provided a comprehensive analysis of the competitive landscape. Competitive analysis such as market structure, key player positioning, top winning strategies, competitive dashboard, and company evaluation quadrant has been covered in the report. Also, detailed profiles of all major companies have been provided. Some of the key players include:

  • Amazon Web Services Inc.
  • International Business Machines Corporation
  • Microsoft Corporation
  • Nvidia Corporation
  • Sony Interactive Entertainment LLC (Sony Corporation)
  • Ubitus K.K.

Key Questions Answered in This Report:

  • How has the Japan cloud gaming market performed so far and how will it perform in the coming years?
  • What has been the impact of COVID-19 on the Japan cloud gaming market?
  • What is the breakup of the Japan cloud gaming market on the basis of device type?
  • What is the breakup of the Japan cloud gaming market on the basis of genre?
  • What is the breakup of the Japan cloud gaming market on the basis of technology?
  • What is the breakup of the Japan cloud gaming market on the basis of gamers?
  • What are the various stages in the value chain of the Japan cloud gaming market?
  • What are the key driving factors and challenges in the Japan cloud gaming?
  • What is the structure of the Japan cloud gaming market and who are the key players?
  • What is the degree of competition in the Japan cloud gaming market?

Table of Contents

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 Cloud Gaming Market - Introduction

  • 4.1 Overview
  • 4.2 Market Dynamics
  • 4.3 Industry Trends
  • 4.4 Competitive Intelligence

5 Japan Cloud Gaming Market Landscape

  • 5.1 Historical and Current Market Trends (2019-2024)
  • 5.2 Market Forecast (2025-2033)

6 Japan Cloud Gaming Market - Breakup by Device Type

  • 6.1 Smartphones
    • 6.1.1 Overview
    • 6.1.2 Historical and Current Market Trends (2019-2024)
    • 6.1.3 Market Forecast (2025-2033)
  • 6.2 Smart TVs
    • 6.2.1 Overview
    • 6.2.2 Historical and Current Market Trends (2019-2024)
    • 6.2.3 Market Forecast (2025-2033)
  • 6.3 Consoles
    • 6.3.1 Overview
    • 6.3.2 Historical and Current Market Trends (2019-2024)
    • 6.3.3 Market Forecast (2025-2033)
  • 6.4 Tablets
    • 6.4.1 Overview
    • 6.4.2 Historical and Current Market Trends (2019-2024)
    • 6.4.3 Market Forecast (2025-2033)
  • 6.5 PCs
    • 6.5.1 Overview
    • 6.5.2 Historical and Current Market Trends (2019-2024)
    • 6.5.3 Market Forecast (2025-2033)

7 Japan Cloud Gaming Market - Breakup by Genre

  • 7.1 Adventure/Role Playing Games
    • 7.1.1 Overview
    • 7.1.2 Historical and Current Market Trends (2019-2024)
    • 7.1.3 Market Forecast (2025-2033)
  • 7.2 Puzzles
    • 7.2.1 Overview
    • 7.2.2 Historical and Current Market Trends (2019-2024)
    • 7.2.3 Market Forecast (2025-2033)
  • 7.3 Social Games
    • 7.3.1 Overview
    • 7.3.2 Historical and Current Market Trends (2019-2024)
    • 7.3.3 Market Forecast (2025-2033)
  • 7.4 Strategy
    • 7.4.1 Overview
    • 7.4.2 Historical and Current Market Trends (2019-2024)
    • 7.4.3 Market Forecast (2025-2033)
  • 7.5 Simulation
    • 7.5.1 Overview
    • 7.5.2 Historical and Current Market Trends (2019-2024)
    • 7.5.3 Market Forecast (2025-2033)
  • 7.6 Others
    • 7.6.1 Historical and Current Market Trends (2019-2024)
    • 7.6.2 Market Forecast (2025-2033)

8 Japan Cloud Gaming Market - Breakup by Technology

  • 8.1 Video Streaming
    • 8.1.1 Overview
    • 8.1.2 Historical and Current Market Trends (2019-2024)
    • 8.1.3 Market Forecast (2025-2033)
  • 8.2 File Streaming
    • 8.2.1 Overview
    • 8.2.2 Historical and Current Market Trends (2019-2024)
    • 8.2.3 Market Forecast (2025-2033)

9 Japan Cloud Gaming Market - Breakup by Gamers

  • 9.1 Hardcore Gamers
    • 9.1.1 Overview
    • 9.1.2 Historical and Current Market Trends (2019-2024)
    • 9.1.3 Market Forecast (2025-2033)
  • 9.2 Casual Gamers
    • 9.2.1 Overview
    • 9.2.2 Historical and Current Market Trends (2019-2024)
    • 9.2.3 Market Forecast (2025-2033)

10 Japan Cloud 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 Amazon Web Services Inc.
    • 11.1.1 Business Overview
    • 11.1.2 Services Offered
    • 11.1.3 Business Strategies
    • 11.1.4 SWOT Analysis
    • 11.1.5 Major News and Events
  • 11.2 International Business Machines Corporation
    • 11.2.1 Business Overview
    • 11.2.2 Services Offered
    • 11.2.3 Business Strategies
    • 11.2.4 SWOT Analysis
    • 11.2.5 Major News and Events
  • 11.3 Microsoft Corporation
    • 11.3.1 Business Overview
    • 11.3.2 Services Offered
    • 11.3.3 Business Strategies
    • 11.3.4 SWOT Analysis
    • 11.3.5 Major News and Events
  • 11.4 Nvidia Corporation
    • 11.4.1 Business Overview
    • 11.4.2 Services Offered
    • 11.4.3 Business Strategies
    • 11.4.4 SWOT Analysis
    • 11.4.5 Major News and Events
  • 11.5 Sony Interactive Entertainment LLC (Sony Corporation)
    • 11.5.1 Business Overview
    • 11.5.2 Services Offered
    • 11.5.3 Business Strategies
    • 11.5.4 SWOT Analysis
    • 11.5.5 Major News and Events
  • 11.6 Ubitus K.K.
    • 11.6.1 Business Overview
    • 11.6.2 Services Offered
    • 11.6.3 Business Strategies
    • 11.6.4 SWOT Analysis
    • 11.6.5 Major News and Events

12 Japan Cloud Gaming Market - Industry Analysis

  • 12.1 Drivers, Restraints and Opportunities
    • 12.1.1 Overview
    • 12.1.2 Drivers
    • 12.1.3 Restraints
    • 12.1.4 Opportunities
  • 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