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市場調查報告書
商品編碼
1729531

日本遊戲機市場報告,按類型(家用遊戲機、手持遊戲機、混合遊戲機、專用遊戲機等)、應用程式(遊戲、非遊戲)、最終用途(住宅、商業)和地區分類,2025 年至 2033 年

Japan Gaming Console Market Report by Type (Home Consoles, Handheld Consoles, Hybrid Consoles, Dedicated Consoles, and Others), Application (Gaming, Non-Gaming), End Use (Residential, Commercial), 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,日本遊戲機市場規模達 30 億美元。展望未來, IMARC Group預計到 2033 年市場規模將達到 70 億美元,2025-2033 年期間的成長率 (CAGR) 為 9.1%。該市場正在經歷成長,這受到多種重要因素的推動,包括電子競技日益成長的廣泛吸引力、主要利益相關者經常支持的著名電子競技比賽的推出,以及社交媒體平台和遊戲社區內有影響力的人物的出現。

遊戲機是一種主要用於玩電動遊戲的專用計算設備。與具有多種用途的個人電腦相比,遊戲機的設計旨在出色地渲染圖形、執行遊戲機制並提供無縫的互動式遊戲體驗。通常,該設備包括連接到顯示器(例如電視)的中央單元,以及一個或多個用於使用者輸入的控制器。隨著時間的推移,遊戲機已經發生了變化,涵蓋了網際網路連接、數位內容下載和社交媒體整合等各種功能,從而轉變為多功能娛樂中心。此外,他們還建立了由獨家遊戲、線上服務和配件組成的獨特生態系統。方便用戶使用的介面、即插即用的便利性以及精選的遊戲使遊戲機成為休閒遊戲玩家和專業遊戲玩家的首選。

日本遊戲機市場趨勢:

日本遊戲機市場受到電子競技日益高漲的流行度的顯著影響,電子競技涉及廣大受眾之間的競爭性電動遊戲。遊戲機在推動這一趨勢方面發揮關鍵作用,它提供了一個標準化的平台,確保了玩家之間的公平競爭。舉辦備受矚目的電競錦標賽進一步激發了市場活力,這些錦標賽通常得到主要行業參與者或第三方組織的支持,從而帶來大量媒體曝光和豐厚的獎金池。在專業層面上競爭的願望推動了消費者對高效能遊戲機的需求,其特點是頂級的處理速度、最小的延遲和出色的圖形功能。此外,限量版遊戲機和獨家遊戲的快速銷售表明消費者願意投資於優質的遊戲體驗。消費者支出的增加為產業提供了額外的研發、生產和行銷資源,進一步推動了市場擴張。此外,市場還受益於社交媒體平台和積極推廣電動遊戲的遊戲影響者的日益增多。此外,遊戲機與其他智慧型裝置之間的日益融合預計將在未來幾年為市場帶來積極的前景。

日本遊戲機市場區隔:

類型洞察:

  • 家用遊戲機
  • 手持式遊戲機
  • 混合控制台
  • 專用控制台
  • 其他

應用程式洞察:

  • 賭博
  • 非博彩類

最終用途洞察:

  • 住宅
  • 商業的

競爭格局:

市場研究報告也對市場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。

本報告回答的關鍵問題:

  • 日本遊戲機市場迄今表現如何?未來幾年將如何表現?
  • COVID-19 對日本遊戲機市場有何影響?
  • 日本遊戲機市場依類型分為哪些類型?
  • 日本遊戲機市場根據應用的分佈是怎樣的?
  • 根據最終用途,日本遊戲機市場是如何分類的?
  • 日本遊戲機市場的價值鏈分為哪些階段?
  • 日本遊戲機的主要促進因素和挑戰是什麼?
  • 日本遊戲機市場的結構是怎麼樣的?主要參與者是誰?
  • 日本遊戲機市場的競爭程度如何?

本報告回答的關鍵問題:

  • 日本遊戲機市場迄今表現如何?未來幾年將如何表現?
  • COVID-19 對日本遊戲機市場有何影響?
  • 日本遊戲機市場依類型分為哪些類型?
  • 日本遊戲機市場按應用程式分類的分佈是怎麼樣的?
  • 根據最終用途,日本遊戲機市場是如何分類的?
  • 日本遊戲機市場的價值鏈分為哪些階段?
  • 日本遊戲機的主要促進因素和挑戰是什麼?
  • 日本遊戲機市場的結構是怎麼樣的?主要參與者是誰?
  • 日本遊戲機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:日本遊戲機市場 - 簡介

  • 概述
  • 市場動態
  • 產業趨勢
  • 競爭情報

第5章:日本遊戲機市場格局

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

第6章:日本遊戲機市場-分類:依類型

  • 家用遊戲機
    • 概述
  • 手持式遊戲機
    • 概述
  • 混合控制台
    • 概述
  • 專用控制台
    • 概述
  • 其他

第7章:日本遊戲機市場-細分:依應用

  • 賭博
    • 概述
  • 非遊戲
    • 概述

第 8 章:日本遊戲機市場 - 分裂:最終用途別

  • 住宅
    • 概述
  • 商業的
    • 概述

第9章:日本遊戲機市場-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10章:關鍵參與者簡介

  • Company A
    • Business Overview
    • Product Portfolio
    • Business Strategies
    • SWOT Analysis
    • Major News and Events
  • Company B
    • Business Overview
    • Product Portfolio
    • Business Strategies
    • SWOT Analysis
    • Major News and Events
  • Company C
    • Business Overview
    • Product Portfolio
    • Business Strategies
    • SWOT Analysis
    • Major News and Events
  • Company D
    • Business Overview
    • Product Portfolio
    • Business Strategies
    • SWOT Analysis
    • Major News and Events
  • Company E
    • Business Overview
    • Product Portfolio
    • Business Strategies
    • SWOT Analysis
    • Major News and Events

第 11 章:日本遊戲機市場 - 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 12 章:附錄

簡介目錄
Product Code: SR112025A21703

Japan gaming console market size reached USD 3.0 Billion in 2024. Looking forward, IMARC Group expects the market to reach USD 7.0 Billion by 2033, exhibiting a growth rate (CAGR) of 9.1% during 2025-2033. The market is witnessing growth driven by several significant factors, including the increasing widespread appeal of esports, the introduction of prominent esports competitions often supported by major stakeholders, and the emergence of social media platforms and influential figures within the gaming community.

A gaming console is a specialized computing device primarily intended for engaging in video games. In contrast to a personal computer, which serves a multitude of purposes, a gaming console is purpose-built to excel in rendering graphics, executing game mechanics, and delivering a seamless interactive gaming experience. Typically, this device comprises a central unit that connects to a display screen, such as a television, and one or more controllers for user input. Over time, gaming consoles have undergone evolution to encompass various features like internet connectivity, digital content downloads, and integration with social media, thus transforming into versatile entertainment centers. Moreover, they establish their unique ecosystem comprising exclusive games, online services, and accompanying accessories. The user-friendly interface, plug-and-play convenience, and curated selection of games render gaming consoles a favored choice for both casual and dedicated gamers alike.

Japan Gaming Console Market Trends:

The Japan gaming console market is significantly influenced by the surging popularity of Esports, which involves competitive video gaming among a broad audience. Gaming consoles play a pivotal role in facilitating this trend, providing a standardized platform that ensures fair competition among players. The market is further energized by the hosting of high-profile esports tournaments, often backed by major industry players or third-party organizations, resulting in substantial media exposure and substantial prize pools. The desire to compete at a professional level has driven consumer demand for high-performance gaming consoles, characterized by top-tier processing speeds, minimal latency, and exceptional graphical capabilities. Additionally, the swift sell-out of limited edition consoles and exclusive game releases indicates consumers' willingness to invest in premium gaming experiences. This increased consumer spending has provided the industry with additional resources for research and development, production, and marketing, further propelling market expansion. Moreover, the market benefits from the growing presence of social media platforms and gaming influencers who actively promote video games. Additionally, the increasing integration between gaming consoles and other smart devices is expected to create a positive outlook for the market in the coming years.

Japan Gaming Console Market Segmentation:

Type Insights:

  • Home Consoles
  • Handheld Consoles
  • Hybrid Consoles
  • Dedicated Consoles
  • Others

Application Insights:

  • Gaming
  • Non-Gaming

End Use Insights:

  • Residential
  • Commercial

Competitive Landscape:

The market research report has also provided a comprehensive analysis of the competitive landscape in the market. 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.

Key Questions Answered in This Report:

  • How has the Japan gaming console market performed so far and how will it perform in the coming years?
  • What has been the impact of COVID-19 on the Japan gaming console market?
  • What is the breakup of the Japan gaming console market on the basis of type?
  • What is the breakup of the Japan gaming console market on the basis of application?
  • What is the breakup of the Japan gaming console market on the basis of end use?
  • What are the various stages in the value chain of the Japan gaming console market?
  • What are the key driving factors and challenges in the Japan gaming console?
  • What is the structure of the Japan gaming console market and who are the key players?
  • What is the degree of competition in the Japan gaming console 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 Gaming Console Market - Introduction

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

5 Japan Gaming Console Market Landscape

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

6 Japan Gaming Console Market - Breakup by Type

  • 6.1 Home Consoles
    • 6.1.1 Overview
    • 6.1.2 Historical and Current Market Trends (2019-2024)
    • 6.1.3 Market Forecast (2025-2033)
  • 6.2 Handheld Consoles
    • 6.2.1 Overview
    • 6.2.2 Historical and Current Market Trends (2019-2024)
    • 6.2.3 Market Forecast (2025-2033)
  • 6.3 Hybrid Consoles
    • 6.3.1 Overview
    • 6.3.2 Historical and Current Market Trends (2019-2024)
    • 6.3.3 Market Forecast (2025-2033)
  • 6.4 Dedicated Consoles
    • 6.4.1 Overview
    • 6.4.2 Historical and Current Market Trends (2019-2024)
    • 6.4.3 Market Forecast (2025-2033)
  • 6.5 Others
    • 6.5.1 Historical and Current Market Trends (2019-2024)
    • 6.5.2 Market Forecast (2025-2033)

7 Japan Gaming Console Market - Breakup by Application

  • 7.1 Gaming
    • 7.1.1 Overview
    • 7.1.2 Historical and Current Market Trends (2019-2024)
    • 7.1.3 Market Forecast (2025-2033)
  • 7.2 non-gaming
    • 7.2.1 Overview
    • 7.2.2 Historical and Current Market Trends (2019-2024)
    • 7.2.3 Market Forecast (2025-2033)

8 Japan Gaming Console Market - Breakup by End Use

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

9 Japan Gaming Console Market - Competitive Landscape

  • 9.1 Overview
  • 9.2 Market Structure
  • 9.3 Market Player Positioning
  • 9.4 Top Winning Strategies
  • 9.5 Competitive Dashboard
  • 9.6 Company Evaluation Quadrant

10 Profiles of Key Players

  • 10.1 Company A
    • 10.1.1 Business Overview
    • 10.1.2 Product Portfolio
    • 10.1.3 Business Strategies
    • 10.1.4 SWOT Analysis
    • 10.1.5 Major News and Events
  • 10.2 Company B
    • 10.2.1 Business Overview
    • 10.2.2 Product Portfolio
    • 10.2.3 Business Strategies
    • 10.2.4 SWOT Analysis
    • 10.2.5 Major News and Events
  • 10.3 Company C
    • 10.3.1 Business Overview
    • 10.3.2 Product Portfolio
    • 10.3.3 Business Strategies
    • 10.3.4 SWOT Analysis
    • 10.3.5 Major News and Events
  • 10.4 Company D
    • 10.4.1 Business Overview
    • 10.4.2 Product Portfolio
    • 10.4.3 Business Strategies
    • 10.4.4 SWOT Analysis
    • 10.4.5 Major News and Events
  • 10.5 Company E
    • 10.5.1 Business Overview
    • 10.5.2 Product Portfolio
    • 10.5.3 Business Strategies
    • 10.5.4 SWOT Analysis
    • 10.5.5 Major News and Events

11 Japan Gaming Console Market - Industry Analysis

  • 11.1 Drivers, Restraints and Opportunities
    • 11.1.1 Overview
    • 11.1.2 Drivers
    • 11.1.3 Restraints
    • 11.1.4 Opportunities
  • 11.2 Porters Five Forces Analysis
    • 11.2.1 Overview
    • 11.2.2 Bargaining Power of Buyers
    • 11.2.3 Bargaining Power of Suppliers
    • 11.2.4 Degree of Competition
    • 11.2.5 Threat of New Entrants
    • 11.2.6 Threat of Substitutes
  • 11.3 Value Chain Analysis

12 Appendix