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市場調查報告書
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1747118

日本擴增實境遊戲市場規模、佔有率、趨勢及預測(按組件、技術、設備、遊戲類型和地區),2025 年至 2033 年

Japan Augmented Reality Gaming Market Size, Share, Trends and Forecast by Component, Technology, Device, Game Type, and Region, 2025-2033

出版日期: | 出版商: IMARC | 英文 122 Pages | 商品交期: 5-7個工作天內

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簡介目錄

2024年,日本擴增實境遊戲市場規模達8.398億美元。展望未來, IMARC Group預計到2033年,該市場規模將達到66.887億美元,2025-2033年期間的複合年成長率(CAGR)為25.93%。受AR技術與行動遊戲的融合以及AR遊戲透過專用硬體平台的擴展所推動,該市場正在經歷顯著成長。

日本擴增實境遊戲市場趨勢:

AR技術與行動遊戲的融合

日本悠久的遊戲文化和卓越的技術實力極大地促進了擴增實境 (AR) 技術在行動遊戲中的成功推廣。日本擁有極其強大的創新遊戲開發傳統,孕育了基於位置的 AR 遊戲的興起,例如《精靈寶可夢 Go》和《勇者鬥惡龍 Walk》等遊戲,展現了豐富的想像力。例如,2025 年 3 月,Niantic 宣布斥資 40 億美元剝離大部分遊戲工作室,專注於利用《精靈寶可夢 Go》玩家的資料創建地球的地面地理空間模型。這些遊戲已成為一種文化現象,透過將虛擬元素與現實環境融合,吸引了多元化的受眾,創造出能夠引起休閒玩家和專業玩家共鳴的沉浸式體驗。配備先進 AR 功能的智慧型手機的廣泛普及是這一趨勢的關鍵促進因素,使廣泛的受眾群體能夠享受精緻的遊戲體驗。這種普及不僅擴大了行動 AR 遊戲的市場,還透過互動和基於位置的遊戲機制增強了用戶參與度。這些遊戲的商業成功創造了巨大的經濟價值,促進了日本乃至全球行動遊戲產業的發展。此外,AR 遊戲的流行也激發了進一步的創新,鼓勵開發者探索融入 AR 技術的新途徑,例如高級空間映射、即時多人遊戲功能以及與其他數位平台的整合,從而不斷革新遊戲格局。

透過專用硬體平台擴展 AR 遊戲

除了行動裝置之外,日本透過 AR 頭戴式耳機和眼鏡等專用硬體平台,也見證了 AR 遊戲的顯著成長。這一成長源自於消費者對專用 AR 硬體所能提供的沉浸式遊戲體驗日益成長的需求。例如,2024 年,日本遊戲周邊市場規模超過 3.9139 億美元,預計到 2033 年將達到 10.7748 億美元,2025 年至 2033 年的複合年成長率為 12.83%。包括索尼和精工愛普生在內的日本主要公司正在積極投資 AR 硬體的開發,為競爭激烈的市場格局和 AR 遊戲體驗的持續演變做出了貢獻。 AR 頭戴式耳機的普及為遊戲開啟了新的可能性,提供手勢追蹤和空間感知等功能,從而增強了互動性和真實性。此外,AR 技術與遊戲機和個人電腦等其他設備的整合,拓寬了 AR 遊戲的可及性,吸引了多樣化的用戶群。 AR遊戲透過專用硬體平台的擴張,標誌著遊戲體驗向更具沉浸感和互動性的轉變,使日本處於AR遊戲創新的前沿。這些趨勢體現了日本致力於擁抱遊戲領域的尖端技術,為消費者提供融合虛擬與現實世界的創新且引人入勝的體驗。

日本擴增實境遊戲市場區隔:

組件洞察:

  • 軟體
  • 硬體

技術洞察:

  • 射頻識別
  • 全球定位系統
  • 行動追蹤
  • 其他

設備洞察:

  • 智慧型手機
  • 頭戴式顯示器
  • 智慧眼鏡

遊戲類型洞察:

  • 賽車遊戲
  • 冒險遊戲
  • 格鬥遊戲
  • 射擊遊戲
  • 神祕驚悚遊戲
  • 益智遊戲
  • 科幻遊戲
  • 其他

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、競爭儀錶板和公司評估象限等競爭分析。此外,報告還提供了所有主要公司的詳細資料。

本報告回答的關鍵問題:

  • 日本擴增實境遊戲市場迄今表現如何?未來幾年將如何表現?
  • 日本擴增實境遊戲市場按組成部分的分佈是怎樣的?
  • 日本擴增實境遊戲市場根據技術如何分類?
  • 日本擴增實境遊戲市場根據設備如何分類?
  • 根據遊戲類型,日本擴增實境遊戲市場是如何分類的?
  • 日本擴增實境遊戲市場按地區分類的分佈如何?
  • 日本擴增實境遊戲市場的價值鏈分為哪些階段?
  • 日本擴增實境遊戲的主要促進因素和挑戰是什麼?
  • 日本擴增實境遊戲市場的結構是怎麼樣的?主要參與者是誰?
  • 日本擴增實境遊戲市場的競爭程度如何?

本報告回答的關鍵問題:

  • 日本擴增實境遊戲市場迄今表現如何?未來幾年將如何表現?
  • 日本擴增實境遊戲市場按組成部分的分佈是怎樣的?
  • 日本擴增實境遊戲市場根據技術如何分類?
  • 日本擴增實境遊戲市場根據設備如何分類?
  • 根據遊戲類型,日本擴增實境遊戲市場是如何分類的?
  • 日本擴增實境遊戲市場按地區分類的分佈如何?
  • 日本擴增實境遊戲市場的價值鏈分為哪些階段?
  • 日本擴增實境遊戲的主要促進因素和挑戰是什麼?
  • 日本擴增實境遊戲市場的結構是怎麼樣的?主要參與者是誰?
  • 日本擴增實境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:日本擴增實境遊戲市場 - 簡介

  • 概述
  • 市場動態
  • 產業趨勢
  • 競爭情報

第5章:日本擴增實境遊戲市場格局

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

第6章:日本擴增實境遊戲市場-細分:按組件

  • 軟體
    • 概述
  • 硬體
    • 概述

第7章:日本擴增實境遊戲市場 - 細分:依技術

  • 射頻識別
    • 概述
  • 全球定位系統
    • 概述
  • 行動追蹤
    • 概述
  • 其他

第8章:日本擴增實境遊戲市場 - 細分:按設備

  • 智慧型手機
    • 概述
  • 頭戴式顯示器
    • 概述
  • 智慧眼鏡
    • 概述

第9章:日本擴增實境遊戲市場-細分:依遊戲類型

  • 賽車遊戲
    • 概述
  • 冒險遊戲
    • 概述
  • 格鬥遊戲
    • 概述
  • 射擊遊戲
    • 概述
  • 神祕驚悚遊戲
    • 概述
  • 益智遊戲
    • 概述
  • 科幻遊戲
    • 概述
  • 其他

第10章:日本擴增實境遊戲市場-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

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

第 12 章:日本擴增實境遊戲市場 - 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: SR112025A32153

The Japan augmented reality gaming market size reached USD 839.8 Million in 2024. Looking forward, IMARC Group expects the market to reach USD 6,688.7 Million by 2033, exhibiting a growth rate (CAGR) of 25.93% during 2025-2033. The market is witnessing significant growth, driven by the integration of AR technology into mobile gaming and the expansion of AR gaming through dedicated hardware platforms.

Japan Augmented Reality Gaming Market Trends:

Integration of AR Technology into Mobile Gaming

Japan's time-honored gaming culture and technological excellence have greatly facilitated the successful marketing of augmented reality (AR) technologies embedded into mobile games. With an exceptionally strong tradition of innovative game development, Japan has nurtured the emergence of location-based AR games whose titles like Pokemon Go and Dragon Quest Walk employ many imaginations. For instance, in March 2025, Niantic announced a $4 billion deal to spin off most of its gaming studio, focusing on creating a ground-level geospatial model of Earth using data from Pokemon Go players. These games have become cultural phenomena, engaging a diverse audience by blending virtual elements with real-world environments, creating immersive experiences that resonate with both casual and dedicated gamers. The widespread adoption of smartphones equipped with advanced AR capabilities has been a key driver of this trend, making sophisticated gaming experiences accessible to a broad demographic. This accessibility has not only expanded the market for mobile AR games but also enhanced user engagement through interactive and location-based gameplay mechanics. The commercial success of these titles has generated substantial economic value, contributing to the growth of the mobile gaming industry in Japan and globally. Moreover, the popularity of AR gaming has spurred further innovation, encouraging developers to explore new ways to incorporate AR technologies, such as advanced spatial mapping, real-time multiplayer features, and integration with other digital platforms, thus continuously evolving the gaming landscape.

Expansion of AR Gaming through Dedicated Hardware Platforms

Beyond mobile devices, Japan is witnessing significant growth in AR gaming through dedicated hardware platforms such as AR headsets and glasses. This growth is driven by consumers' increasing demand for immersive gaming experiences that dedicated AR hardware can provide. For instance, in 2024, Japan's gaming peripherals market exceeded US$ 391.39 million and is projected to reach US$ 1,077.48 million by 2033, growing at a CAGR of 12.83% from 2025 to 2033. Major Japanese companies, including Sony and Seiko Epson, are actively investing in the development of AR hardware, contributing to a competitive market landscape and the continuous evolution of AR gaming experiences. The adoption of AR headsets has opened new possibilities for gaming, offering features such as hand-tracking and spatial awareness, which enhance interactivity and realism. Additionally, the integration of AR technology into other devices, such as gaming consoles and personal computers, has broadened the accessibility of AR gaming, attracting a diverse user base. The expansion of AR gaming through dedicated hardware platforms signifies a shift towards more immersive and interactive gaming experiences, positioning Japan at the forefront of AR gaming innovation. These trends reflect Japan's commitment to embracing cutting-edge technologies in the gaming sector, offering consumers innovative and engaging experiences that blend the virtual and real worlds.

Japan Augmented Reality Gaming Market Segmentation:

Component Insights:

  • Software
  • Hardware

Technology Insights:

  • RFID
  • GPS
  • Mobile Tracking
  • Others

Device Insights:

  • Mobiles
  • HMDs
  • Smart Glasses

Game Type Insights:

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

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.

Key Questions Answered in This Report:

  • How has the Japan augmented reality gaming market performed so far and how will it perform in the coming years?
  • What is the breakup of the Japan augmented reality gaming market on the basis of component?
  • What is the breakup of the Japan augmented reality gaming market on the basis of technology?
  • What is the breakup of the Japan augmented reality gaming market on the basis of device?
  • What is the breakup of the Japan augmented reality gaming market on the basis of game type?
  • What is the breakup of the Japan augmented reality gaming market on the basis of region?
  • What are the various stages in the value chain of the Japan augmented reality gaming market?
  • What are the key driving factors and challenges in the Japan augmented reality gaming ?
  • What is the structure of the Japan augmented reality gaming market and who are the key players?
  • What is the degree of competition in the Japan augmented reality 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 Augmented Reality Gaming Market - Introduction

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

5 Japan Augmented Reality Gaming Market Landscape

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

6 Japan Augmented Reality Gaming Market - Breakup by Component

  • 6.1 Software
    • 6.1.1 Overview
    • 6.1.2 Historical and Current Market Trends (2019-2024)
    • 6.1.3 Market Forecast (2025-2033)
  • 6.2 Hardware
    • 6.2.1 Overview
    • 6.2.2 Historical and Current Market Trends (2019-2024)
    • 6.2.3 Market Forecast (2025-2033)

7 Japan Augmented Reality Gaming Market - Breakup by Technology

  • 7.1 RFID
    • 7.1.1 Overview
    • 7.1.2 Historical and Current Market Trends (2019-2024)
    • 7.1.3 Market Forecast (2025-2033)
  • 7.2 GPS
    • 7.2.1 Overview
    • 7.2.2 Historical and Current Market Trends (2019-2024)
    • 7.2.3 Market Forecast (2025-2033)
  • 7.3 Mobile Tracking
    • 7.3.1 Overview
    • 7.3.2 Historical and Current Market Trends (2019-2024)
    • 7.3.3 Market Forecast (2025-2033)
  • 7.4 Others
    • 7.4.1 Historical and Current Market Trends (2019-2024)
    • 7.4.2 Market Forecast (2025-2033)

8 Japan Augmented Reality Gaming Market - Breakup by Device

  • 8.1 Mobiles
    • 8.1.1 Overview
    • 8.1.2 Historical and Current Market Trends (2019-2024)
    • 8.1.3 Market Forecast (2025-2033)
  • 8.2 HMDs
    • 8.2.1 Overview
    • 8.2.2 Historical and Current Market Trends (2019-2024)
    • 8.2.3 Market Forecast (2025-2033)
  • 8.3 Smart Glasses
    • 8.3.1 Overview
    • 8.3.2 Historical and Current Market Trends (2019-2024)
    • 8.3.3 Market Forecast (2025-2033)

9 Japan Augmented Reality Gaming Market - Breakup by Game Type

  • 9.1 Racing Games
    • 9.1.1 Overview
    • 9.1.2 Historical and Current Market Trends (2019-2024)
    • 9.1.3 Market Forecast (2025-2033)
  • 9.2 Adventure Games
    • 9.2.1 Overview
    • 9.2.2 Historical and Current Market Trends (2019-2024)
    • 9.2.3 Market Forecast (2025-2033)
  • 9.3 Fighting Games
    • 9.3.1 Overview
    • 9.3.2 Historical and Current Market Trends (2019-2024)
    • 9.3.3 Market Forecast (2025-2033)
  • 9.4 Shooting Games
    • 9.4.1 Overview
    • 9.4.2 Historical and Current Market Trends (2019-2024)
    • 9.4.3 Market Forecast (2025-2033)
  • 9.5 Mystery Thriller Games
    • 9.5.1 Overview
    • 9.5.2 Historical and Current Market Trends (2019-2024)
    • 9.5.3 Market Forecast (2025-2033)
  • 9.6 Puzzle Games
    • 9.6.1 Overview
    • 9.6.2 Historical and Current Market Trends (2019-2024)
    • 9.6.3 Market Forecast (2025-2033)
  • 9.7 Science Fiction Games
    • 9.7.1 Overview
    • 9.7.2 Historical and Current Market Trends (2019-2024)
    • 9.7.3 Market Forecast (2025-2033)
  • 9.8 Others
    • 9.8.1 Historical and Current Market Trends (2019-2024)
    • 9.8.2 Market Forecast (2025-2033)

10 Japan Augmented Reality 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 Company A
    • 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 Company B
    • 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 Company C
    • 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 Company D
    • 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 Company E
    • 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

12 Japan Augmented Reality 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