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市場調查報告書
商品編碼
1729609

日本虛擬實境遊戲市場規模、佔有率、趨勢及預測(按細分市場、設備、年齡層、遊戲類型和地區分類),2025 年至 2033 年

Japan Virtual Reality Gaming Market Size, Share, Trends and Forecast by Segment, Device, Age Group, Type of Games, and Region, 2025-2033

出版日期: | 出版商: IMARC | 英文 121 Pages | 商品交期: 5-7個工作天內

價格

2024 年,日本虛擬實境遊戲市場規模價值 17.89 億美元。展望未來, IMARC Group估計,到 2033 年,市場規模將達到 43.82 億美元,2025 年至 2033 年的複合年成長率為 10.5%。日本虛擬實境遊戲市場佔有率正在迅速擴大,這得益於虛擬實境硬體的技術進步、動漫內容的融合以及多人遊戲和社交遊戲體驗的日益普及,消費者對沉浸式、互動式和文化相關的遊戲解決方案的需求不斷增加,從而導致收入大幅成長。

日本虛擬實境遊戲市場的成長受到技術進步的顯著影響,技術進步提高了虛擬實境遊戲的品質和可訪問性。多年來,隨著輕量級、高解析度耳機和響應速度更快的運動控制器的發展,VR 硬體不斷改進,使體驗更加身臨其境、更加舒適。這些進步降低了消費者的進入門檻,讓更多的人體驗 VR 遊戲。此外,VR 內容創作的改進使遊戲更具吸引力、互動性和真實性,推動了對下一代遊戲體驗的需求。隨著技術的不斷發展,遊戲玩家越來越追求更逼真和互動的遊戲體驗,而 VR 具有獨特的優勢可以滿足這一需求。日本強大的遊戲文化,加上精通創新技術的人口,支持了 VR 遊戲的快速普及。例如,2024 年 9 月,索尼互動娛樂在日本推出了 PlayStation 5 Pro,配備先進的 GPU、光線追蹤和 AI 驅動的升級功能,標誌著增強 VR 遊戲體驗邁出了重要一步。此外,可支配收入的增加和年輕玩家數量的不斷成長為 VR 遊戲開發商的蓬勃發展營造了積極的環境。

日本虛擬實境遊戲市場的一個重要驅動力是動漫的影響,它們在當地遊戲產業中發揮著至關重要的作用。這些藝術形式在國內外都擁有大量追隨者,為基於動漫和漫畫的 VR 遊戲的發展創造了肥沃的土壤。這一趨勢不僅激發了人們對 VR 遊戲的興趣,也鼓勵了跨行業合作,VR 開發人員與動漫創作者合作,創造獨特的沉浸式體驗。隨著 VR 遊戲與流行文化的融合越來越緊密,例如透過與知名品牌的合作,它吸引了更多來自不同背景的玩家。例如,2024 年 11 月,世嘉娛樂推出了一系列令人興奮的新遊戲,包括《大海捕魚》、《殭屍準備》、《Deady,Go! 》和《Apex Rebels》,這些遊戲具有尖端技術、沉浸式體驗和社交互動,徹底改變了家庭娛樂中心的街機娛樂。此外,電子競技和 VR 兼容多人遊戲的興起為社交遊戲創造了新的機會,進一步推動了成長。串流媒體平台和社群媒體也在傳播 VR 遊戲意識方面發揮作用,用戶分享遊戲體驗,形成滾雪球效應,進一步激發人們對該技術的興趣。隨著 VR 生態系統的不斷擴大,對創新、文化相關的遊戲體驗的需求可能會推動日本市場的成長。

日本虛擬實境遊戲市場趨勢:

VR硬體的技術進步

VR硬體技術的進步推動了日本虛擬實境遊戲市場產業的發展,進一步提高了效能和訪問量。 VR 頭戴式裝置的高解析度顯示器、更大的視野和精確的運動追蹤有助於帶來高度沉浸式的體驗。眼動追蹤、改進的人體工學和觸覺回饋設備等高級功能可以在虛擬環境中創造更逼真的互動。此外,VR 硬體變得越來越輕巧和舒適,讓玩家可以長時間坐著玩遊戲而不會感到不適。這些創新為 VR 遊戲吸引更廣泛的受眾(從休閒遊戲玩家到技術愛好者)打開了大門。由於競爭加劇和生產能力增強,硬體價格下降也降低了成本障礙。此外,VR 正變得越來越受到廣大消費者的歡迎,尤其是在日本那些相當精通科技的人群中。

動漫與遊戲的融合

推動日本虛擬實境遊戲市場發展的最重要的市場趨勢之一是動漫與虛擬實境遊戲的融合。動漫是日本流行文化的核心部分,許多 VR 遊戲現在被設計為動漫系列的流行版本,玩家可以沉浸在如此奇幻的世界中。這種趨勢既吸引了動漫愛好者,也吸引了追求獨特、獨特、敏感互動性的遊戲玩家。獨家 VR 內容以及動漫工作室和遊戲開發人員之間的合作,創造了引人入勝的體驗,將故事敘事與沉浸式技術融為一體。這些遊戲提供了第二次機會來體驗動畫系列中的標誌性時刻,並與角色和情節進行比以前更具吸引力的互動。隨著 VR 遊戲市場持續成長,動漫主題 VR 遊戲的流行有助於推動其成長,吸引對這兩種媒體形式感興趣的各種消費者。

社交和多人 VR 遊戲的興起

社交和多人遊戲功能是日本虛擬實境遊戲市場的重要成長動力。對於共享、互動體驗的需求日益增加。現在,更多 VR 遊戲提供多人遊戲模式,使用者可以與他人即時互動並改善他們的體驗。使用率的上升也源於與 VR 相容的電子競技和虛擬比賽的增多,因此人們可以透過數位世界和完全沉浸式的體驗相互競爭。隨著網路使用率的提高,允許用戶見面、分享觀點和交流的 VR 社群平台也越來越受歡迎。在虛擬空間中進行社交、組隊和共同競爭的能力吸引了更年輕的觀眾,使 VR 遊戲成為更具社交性的活動。隨著消費者越來越重視連結性和多人遊戲體驗,這種趨勢可能會繼續推動採用。

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:簡介

  • 概述
  • 主要行業趨勢

第5章:日本虛擬實境遊戲市場

  • 市場概覽
  • 市場表現
  • COVID-19的影響
  • 市場預測

第6章:市場區隔:按細分市場

  • 軟體
  • 硬體

第7章:市場區隔:依設備

  • 個人電腦
  • 遊戲機
  • 行動裝置

第8章:市場區隔:依年齡段

  • 成年人
  • 孩子們

第9章:市場區隔:依遊戲類型

  • 賽車
  • 冒險
  • 鬥爭
  • 射擊
  • 懸疑驚悚片
  • 科幻小說
  • 其他

第10章:SWOT分析

  • 概述
  • 優勢
  • 弱點
  • 機會
  • 威脅

第 11 章:價值鏈分析

第 12 章: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

第13章:價格分析

第 14 章:政策與監管格局

第 15 章:競爭格局

  • 市場結構
  • 關鍵參與者
  • 關鍵參與者簡介
Product Code: SR112025A3042

The Japan virtual reality gaming market size was valued at USD 1,789 Million in 2024. Looking forward, IMARC Group estimates the market to reach USD 4,382 Million by 2033, exhibiting a CAGR of 10.5% from 2025-2033. The Japan virtual reality gaming market share is expanding rapidly, driven by technological advancements in VR hardware, the integration of anime and manga content, and the growing popularity of multiplayer and social gaming experiences, with increasing consumer demand for immersive, interactive, and culturally relevant gaming solutions leading to significant growth in revenue.

Japan virtual reality gaming market growth is significantly influenced by technological advancements that have enhanced both the quality and accessibility of VR gaming. Over the years, VR hardware has improved, with the development of lightweight, high-resolution headsets and more responsive motion controllers, making the experience more immersive and comfortable. These advancements are lowering the entry barriers for consumers, allowing a broader audience to experience VR gaming. Additionally, improvements in VR content creation have made games more engaging, interactive, and realistic, driving demand for next-generation gaming experiences. As the technology continues to evolve, gamers are increasingly seeking more lifelike and interactive gameplay, which VR is uniquely positioned to deliver. The strong gaming culture in Japan, combined with an innovative tech-savvy population, supports the rapid adoption of VR gaming. For instance, in September 2024, Sony Interactive Entertainment launched the PlayStation 5 Pro in Japan, featuring advanced GPU, ray tracing, and AI-driven upscaling, marking a significant step in enhancing VR gaming experiences. Furthermore, increasing disposable income and a growing number of younger players are fostering a positive environment for VR game developers to thrive.

A significant driver of Japan's virtual reality gaming market is the influence of anime and manga, which plays a crucial role in the local gaming industry. These art forms have a massive following, both domestically and internationally, creating a fertile ground for the development of VR games based on anime and manga properties. This trend is not only fueling interest in VR games but also encouraging cross-industry collaborations, where VR developers partner with anime creators to produce exclusive, immersive experiences. As VR gaming becomes more integrated with popular culture, such as through collaborations with well-known franchises, it is attracting more players from diverse backgrounds. For example, in November 2024, SEGA Amusements unveiled an exciting range of new games which include Big Sea Fishing, Zombies Ready, Deady, Go!, and Apex Rebels, featuring cutting-edge technology, immersive experiences, and social interaction, revolutionizing arcade entertainment for family entertainment centers. Additionally, the rise of esports and VR-compatible multiplayer games has created new opportunities for social gaming, further driving growth. Streaming platforms and social media also play a role in spreading awareness of VR gaming, with users sharing gameplay experiences, creating a snowball effect that generates further interest in the technology. As the VR ecosystem continues to expand, the demand for innovative, culturally relevant gaming experiences will likely fuel the market's growth in Japan.

Japan Virtual Reality Gaming Market Trends:

Technological Advancements in VR Hardware

Technology advancements in VR hardware drives the Japan virtual reality gaming market industry, which further improves performance as well as access. High-resolution displays in VR headsets, a greater field of view, and precise motion tracking contribute to a highly immersive experience. Advanced features, such as eye-tracking, improved ergonomics, and haptic feedback devices, create more lifelike interactions within virtual environments. Moreover, VR hardware is becoming lightweight and comfortable, allowing players to sit for extended periods of gaming without experiencing discomfort. These innovations have opened the door to making VR games appealing to a broader audience, from casual gamers to tech enthusiasts. The reduction in hardware prices due to greater competition and amplified production capacity has also reduced the cost barrier. Furthermore, VR is becoming highly accessible to the large consumer base, especially in Japan's fairly tech-savvy population.

Integration of Anime and Gaming

One of the most significant market trends driving the Japan virtual reality gaming market is the integration between anime/manga and VR games. Anime/manga is a core part of Japanese pop culture, many VR games are now designed as popular versions of anime series where players can immerse themselves in such fantastical worlds. This trend appealed to both the lovers of anime and the gamers who seek unique, unique, and sensitive interactivity. Exclusive VR content, as well as collaborations between anime studios and game developers, creates compelling experiences where storytelling goes hand in hand with immersive technology. These games provide a second chance to go through iconic moments in an anime series and interact with characters and plotlines more engagingly than previously possible. As the VR gaming market continues to grow, the popularity of anime-themed VR games is helping fuel its growth, attracting a diverse range of consumers interested in both media forms.

Rise of Social and Multiplayer VR Gaming

Social and multiplayer features are significant growth drivers in the Japan virtual reality gaming market. There is an escalation demand for shared, interactive experiences. More VR games now offer multiplayer modes where users can engage with others in real-time and improve their experience. Rising usage is also from more tournaments in VR-compatible esports and virtual competitions, so people can contest one another through digital worlds and totally immersive experience. Social platforms of VR allowing the users to meet, share opinions, and communicate are also gathering steam as high use of internet. The ability to socialize, form teams, and compete together in virtual spaces appeals to younger audiences, making VR gaming a more social activity. This trend is likely to continue driving adoption as consumers increasingly value connectivity and multiplayer experiences.

Japan Virtual Reality Gaming Industry Segmentation:

Analysis by Segment:

  • Software
  • Hardware

The software industry in Japan endures based on its robust technological structure and an economy that thrives on innovation. Cities like Tokyo harbor tens of thousands of software development companies that specialize in gaming, finance, and artificial intelligence. Emerging trends in cloud computing, cybersecurity, and enterprise solutions are making a huge demand for different kinds of software applications that improve operational efficiency, enhance security, and work towards the user experience. Increasing digitization among businesses is resulting in the demand for strong software solutions across industries ranging from enterprise software to mobile applications and gaming software. Digital transformation is now getting more emphasis; therefore, demand for SaaS-based solutions is growing. The region's concentration of skilled developers and major tech hubs fosters a competitive environment that further drives innovation in the software market and will continue to support growth.

Analysis by Device:

  • Personal Computers
  • Gaming Consoles
  • Mobile Devices

The personal computer market in Japan, especially in the Kanto Region, has enjoyed stable demand from both consumers and businesses. The Japanese are one of the most tech-friendly people in the world, and their need for powerful and reliable PCs continues to grow, especially with the spreading remote working and e-learning. In the Kanto region, especially Tokyo, leading technology companies are producing high-performance PCs and peripherals based on diverse consumer requirements. Due to the rising popularity of gaming, professionals require highly performing systems equipped with high-powered processors and good graphics quality. It is because of this demand for gaming PCs. Besides, growing use of cloud computing services also is shaping the market, where customers are seeking computers that integrate smoothly with the cloud platforms. The region's focus on innovating technology coupled with its need for efficient work tools continues to fuel the personal computer market in Japan.

Analysis by Age Group:

  • Adults
  • Children

Japanese adult is a demographic factor determining various markets mainly in areas related to entertainment, healthcare, and lifestyles. Geriatric population boosts the need for age-related health service technologies, services, making its demand a tremendous hike. Wellness-related lifestyle and personal care escalate the number among adults who emphasize self-grooming in both fitness and diet. Entertainments, including various gaming, streaming, and cultural opportunities, are highly in demand. There is a place for luxury items, real estate, and leisure activities in this segment. Thirdly, the adult population with a love for technology easily acquires the latest and most advanced applied technologies within the realms of virtual reality (VR) and artificial intelligence (AI), ushering in a new wave in entertainment and personal development. This demographic also drives the rise of digital solutions for work-life balance and personal well-being, which cuts across a significant number of sectors.

Analysis by Type of Games:

  • Racing
  • Adventure
  • Fighting
  • Shooting
  • Mystery Thriller
  • Puzzle
  • Science Fiction
  • Others

The market for shooting in Japan is growing due to heightened interest in shooting activities within the spectrum of sports, leisure, and entertainment sectors. Indoor shooting ranges and sports shooting clubs are indeed becoming popular, giving shooters the opportunity to practice precision shooting in a controlled environment. The accelerated popularity of virtual shooting experiences, particularly within the game technology and virtual reality (VR) platform, further propels shooting onto the digital platform. Competitive shooting events and professional sports shooting are also growing in participation due to government programs that encourage and promote these events. There is also an emerging interest in outdoor shooting sports, like hunting and archery, that are adding to the overall market growth. Shooting is not just a sport these days. More and more, it's also gaining a hold as an active pastime outside the competitive circle, with the masses participating from diverse backgrounds.

Competitive Landscape:

The Japan virtual reality gaming market's competitive landscape is highly mixed by old and new players driving into the industry. Key players are investing vastly in creating the most advanced VR hardware and software in the world to give the best gaming experience that gives higher immersion, enhanced graphics, and improved user interfaces. As the marketplace continues to mature, more gaming companies are incorporating anime and manga themes into popular VR games they design for the marketplace. Such initiatives appeal more strongly to gamers, which happen to be really a dominant player in the large market of the country. Secondly, in this challenging environment, some new multiplayer/social features on VR platforms encourage shared interactive fun and enjoyment while gaming. With the continuous evolution of VR technology, companies are exploring new ways to differentiate themselves through exclusive content, specialized gaming peripherals, and customized user experiences, further intensifying competition in the market.

The report provides a comprehensive analysis of the competitive landscape in the Japan virtual reality gaming market with detailed profiles of all major companies.

Latest News and Developments:

  • In December 2024, Apple and Sony collaborated to integrate support for Sony's PSVR 2 controllers with Apple's Vision Pro, enhancing virtual reality gaming experiences on the device. The partnership aimed to improve VR functionality, allowing more precise controls and gaming interaction.
  • In November 2024, SEGA launched Alpha Ops VR Striker, a cutting-edge VR arcade shooter for family entertainment centers. This second VR shooter enhances customer engagement with multiplayer modes, immersive gameplay, and social interaction, reinforcing SEGA's commitment to innovation in location-based VR gaming.
  • In January 2024, Sony Corporation unveiled a spatial content creation system. This system boasts an XR head-mounted display, complete with 4K OLED Microdisplays, and controllers to intuitively work with 3D objects. The system is aimed at empowering creators in various industries, including entertainment and industrial design.

Key Questions Answered in This Report

  • 1.How big is the Japan virtual reality gaming market in the region?
  • 2.What factors are driving the growth of the Japan virtual reality gaming market?
  • 3.What is the forecast for the Japan virtual reality gaming market in the region?

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 Introduction

  • 4.1 Overview
  • 4.2 Key Industry Trends

5 Japan Virtual Reality Gaming Market

  • 5.1 Market Overview
  • 5.2 Market Performance
  • 5.3 Impact of COVID-19
  • 5.4 Market Forecast

6 Market Breakup by Segment

  • 6.1 Software
    • 6.1.1 Market Trends
    • 6.1.2 Market Forecast
  • 6.2 Hardware
    • 6.2.1 Market Trends
    • 6.2.2 Market Forecast

7 Market Breakup by Device

  • 7.1 Personal Computers
    • 7.1.1 Market Trends
    • 7.1.2 Market Forecast
  • 7.2 Gaming Consoles
    • 7.2.1 Market Trends
    • 7.2.2 Market Forecast
  • 7.3 Mobile Devices
    • 7.3.1 Market Trends
    • 7.3.2 Market Forecast

8 Market Breakup by Age Group

  • 8.1 Adults
    • 8.1.1 Market Trends
    • 8.1.2 Market Forecast
  • 8.2 Children
    • 8.2.1 Market Trends
    • 8.2.2 Market Forecast

9 Market Breakup by Type of Games

  • 9.1 Racing
    • 9.1.1 Market Trends
    • 9.1.2 Market Forecast
  • 9.2 Adventure
    • 9.2.1 Market Trends
    • 9.2.2 Market Forecast
  • 9.3 Fighting
    • 9.3.1 Market Trends
    • 9.3.2 Market Forecast
  • 9.4 Shooting
    • 9.4.1 Market Trends
    • 9.4.2 Market Forecast
  • 9.5 Mystery Thriller
    • 9.5.1 Market Trends
    • 9.5.2 Market Forecast
  • 9.6 Puzzle
    • 9.6.1 Market Trends
    • 9.6.2 Market Forecast
  • 9.7 Science Fiction
    • 9.7.1 Market Trends
    • 9.7.2 Market Forecast
  • 9.8 Others
    • 9.8.1 Market Trends
    • 9.8.2 Market Forecast

10 SWOT Analysis

  • 10.1 Overview
  • 10.2 Strengths
  • 10.3 Weaknesses
  • 10.4 Opportunities
  • 10.5 Threats

11 Value Chain Analysis

12 Porters Five Forces Analysis

  • 12.1 Overview
  • 12.2 Bargaining Power of Buyers
  • 12.3 Bargaining Power of Suppliers
  • 12.4 Degree of Competition
  • 12.5 Threat of New Entrants
  • 12.6 Threat of Substitutes

13 Price Analysis

14 Policy and Regulatory Landscape

15 Competitive Landscape

  • 15.1 Market Structure
  • 15.2 Key Players
  • 15.3 Profiles of Key Players

List of Figures

  • Figure 1: Japan: Virtual Reality Gaming Market: Major Drivers and Challenges
  • Figure 2: Japan: Virtual Reality Gaming Market: Sales Value (in Million USD), 2019-2024
  • Figure 3: Japan: Virtual Reality Gaming Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 4: Japan: Virtual Reality Gaming Market: Breakup by Segment (in %), 2024
  • Figure 5: Japan: Virtual Reality Gaming Market: Breakup by Device (in %), 2024
  • Figure 6: Japan: Virtual Reality Gaming Market: Breakup by Age Group (in %), 2024
  • Figure 7: Japan: Virtual Reality Gaming Market: Breakup by Type of Games (in %), 2024
  • Figure 8: Japan: Virtual Reality Gaming Market: Breakup by Region (in %), 2024
  • Figure 9: Japan: Virtual Reality Gaming (Software) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 10: Japan: Virtual Reality Gaming (Software) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 11: Japan: Virtual Reality Gaming (Hardware) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 12: Japan: Virtual Reality Gaming (Hardware) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 13: Japan: Virtual Reality Gaming (Personal Computers) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 14: Japan: Virtual Reality Gaming (Personal Computers) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 15: Japan: Virtual Reality Gaming (Gaming Consoles) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 16: Japan: Virtual Reality Gaming (Gaming Consoles) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 17: Japan: Virtual Reality Gaming (Mobile Devices) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 18: Japan: Virtual Reality Gaming (Mobile Devices) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 19: Japan: Virtual Reality Gaming (Adults) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 20: Japan: Virtual Reality Gaming (Adults) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 21: Japan: Virtual Reality Gaming (Children) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 22: Japan: Virtual Reality Gaming (Children) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 23: Japan: Virtual Reality Gaming (Racing) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 24: Japan: Virtual Reality Gaming (Racing) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 25: Japan: Virtual Reality Gaming (Adventure) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 26: Japan: Virtual Reality Gaming (Adventure) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 27: Japan: Virtual Reality Gaming (Fighting) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 28: Japan: Virtual Reality Gaming (Fighting) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 29: Japan: Virtual Reality Gaming (Shooting) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 30: Japan: Virtual Reality Gaming (Shooting) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 31: Japan: Virtual Reality Gaming (Mystery Thriller) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 32: Japan: Virtual Reality Gaming (Mystery Thriller) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 33: Japan: Virtual Reality Gaming (Puzzle) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 34: Japan: Virtual Reality Gaming (Puzzle) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 35: Japan: Virtual Reality Gaming (Science Fiction) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 36: Japan: Virtual Reality Gaming (Science Fiction) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 37: Japan: Virtual Reality Gaming (Other Type of Games) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 38: Japan: Virtual Reality Gaming (Other Type of Games) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 39: Japan: Virtual Reality Gaming Industry: SWOT Analysis
  • Figure 40: Japan: Virtual Reality Gaming Industry: Value Chain Analysis
  • Figure 41: Japan: Virtual Reality Gaming Industry: Porter's Five Forces Analysis

List of Tables

  • Table 1: Japan: Virtual Reality Gaming Market: Key Industry Highlights, 2024 and 2033
  • Table 2: Japan: Virtual Reality Gaming Market Forecast: Breakup by Segment (in Million USD), 2025-2033
  • Table 3: Japan: Virtual Reality Gaming Market Forecast: Breakup by Device (in Million USD), 2025-2033
  • Table 4: Japan: Virtual Reality Gaming Market Forecast: Breakup by Age Group (in Million USD), 2025-2033
  • Table 5: Japan: Virtual Reality Gaming Market Forecast: Breakup by Type of Games (in Million USD), 2025-2033
  • Table 6: Japan: Virtual Reality Gaming Market: Competitive Structure
  • Table 7: Japan: Virtual Reality Gaming Market: Key Players