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市場調查報告書
商品編碼
1905410

日本雲端遊戲市場報告(按設備類型、類型、技術、玩家和地區分類,2026-2034 年)

Japan Cloud Gaming Market Report by Device Type, Genre, Technology, Gamers, and Region 2026-2034

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

2025年,日本雲端遊戲市場規模達2.048億美元。展望未來, IMARC Group預計到2034年,該市場規模將達到17.109億美元,2026年至2034年間的複合年成長率(CAGR)將達到26.60%。串流媒體技術的不斷進步,例如視訊編解碼器的改進和延遲的降低,使得雲端遊戲更加流暢、體驗更佳,這是推動市場成長的主要因素。

本報告解答的關鍵問題:

  • 日本雲端遊戲市場目前的表現如何?未來幾年又將如何發展?
  • 新冠疫情對日本雲端遊戲市場產生了哪些影響?
  • 日本雲端遊戲市場按設備類型分類的組成是怎樣的?
  • 日本雲端遊戲市場按遊戲類型分類的組成是怎樣的?
  • 日本雲端遊戲市場按技術分類的組成是怎樣的?
  • 日本雲端遊戲市場玩家群組成是怎樣的?
  • 日本雲端遊戲市場價值鏈的各個階段有哪些?
  • 日本雲端遊戲的關鍵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:序言

第2章:範圍與方法

  • 研究目標
  • 利害關係人
  • 數據來源
  • 市場估算
  • 預測方法

第3章:執行概要

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:日本雲端遊戲市場概覽

  • 歷史及當前市場趨勢(2020-2025)
  • 市場預測(2026-2034)

第6章:日本雲端遊戲市場-依裝置類型分類

  • 智慧型手機
  • 智慧電視
  • 遊戲機
  • 片劑

第7章:日本雲端遊戲市場-按類型分類

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

第8章:日本雲端遊戲市場-依技術分類

  • 視訊串流媒體
  • 文件流

第9章:日本雲端遊戲市場-玩家細分

  • 重度核心玩家
  • 休閒玩家

第10章:日本雲端遊戲市場-按地區分類

  • 關東地區
  • 關西/近畿地區
  • 中部/中部地區
  • 九州·沖繩地區
  • 東北部地區
  • 中國地區
  • 北海道地區
  • 四國地區

第11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
  • 最佳制勝策略
  • 競爭格局分析
  • 公司評估象限

第12章:關鍵參與者簡介

第13章:日本雲端遊戲市場-產業分析

  • 促進因素、限制因素和機遇
  • 波特五力分析
  • 價值鏈分析

第14章:附錄

簡介目錄
Product Code: SR112026A15523

Japan cloud gaming market size reached USD 204.8 Million in 2025. Looking forward, IMARC Group expects the market to reach USD 1,710.9 Million by 2034, exhibiting a growth rate (CAGR) of 26.60% during 2026-2034. 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

Regional Insights:

  • Kanto Region
  • Kansai/Kinki Region
  • Central/ Chubu Region
  • Kyushu-Okinawa Region
  • Tohoku Region
  • Chugoku Region
  • Hokkaido Region
  • Shikoku Region
  • The report has also provided a comprehensive analysis of all the major regional markets, which include Kanto Region, Kansai/Kinki Region, Central/ Chubu Region, Kyushu-Okinawa Region, Tohoku Region, Chugoku Region, Hokkaido Region, and Shikoku Region.

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 (2020-2025)
  • 5.2 Market Forecast (2026-2034)

6 Japan Cloud Gaming Market - Breakup by Device Type

  • 6.1 Smartphones
    • 6.1.1 Overview
    • 6.1.2 Historical and Current Market Trends (2020-2025)
    • 6.1.3 Market Forecast (2026-2034)
  • 6.2 Smart TVs
    • 6.2.1 Overview
    • 6.2.2 Historical and Current Market Trends (2020-2025)
    • 6.2.3 Market Forecast (2026-2034)
  • 6.3 Consoles
    • 6.3.1 Overview
    • 6.3.2 Historical and Current Market Trends (2020-2025)
    • 6.3.3 Market Forecast (2026-2034)
  • 6.4 Tablets
    • 6.4.1 Overview
    • 6.4.2 Historical and Current Market Trends (2020-2025)
    • 6.4.3 Market Forecast (2026-2034)
  • 6.5 PCs
    • 6.5.1 Overview
    • 6.5.2 Historical and Current Market Trends (2020-2025)
    • 6.5.3 Market Forecast (2026-2034)

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 (2020-2025)
    • 7.1.3 Market Forecast (2026-2034)
  • 7.2 Puzzles
    • 7.2.1 Overview
    • 7.2.2 Historical and Current Market Trends (2020-2025)
    • 7.2.3 Market Forecast (2026-2034)
  • 7.3 Social Games
    • 7.3.1 Overview
    • 7.3.2 Historical and Current Market Trends (2020-2025)
    • 7.3.3 Market Forecast (2026-2034)
  • 7.4 Strategy
    • 7.4.1 Overview
    • 7.4.2 Historical and Current Market Trends (2020-2025)
    • 7.4.3 Market Forecast (2026-2034)
  • 7.5 Simulation
    • 7.5.1 Overview
    • 7.5.2 Historical and Current Market Trends (2020-2025)
    • 7.5.3 Market Forecast (2026-2034)
  • 7.6 Others
    • 7.6.1 Historical and Current Market Trends (2020-2025)
    • 7.6.2 Market Forecast (2026-2034)

8 Japan Cloud Gaming Market - Breakup by Technology

  • 8.1 Video Streaming
    • 8.1.1 Overview
    • 8.1.2 Historical and Current Market Trends (2020-2025)
    • 8.1.3 Market Forecast (2026-2034)
  • 8.2 File Streaming
    • 8.2.1 Overview
    • 8.2.2 Historical and Current Market Trends (2020-2025)
    • 8.2.3 Market Forecast (2026-2034)

9 Japan Cloud Gaming Market - Breakup by Gamers

  • 9.1 Hardcore Gamers
    • 9.1.1 Overview
    • 9.1.2 Historical and Current Market Trends (2020-2025)
    • 9.1.3 Market Forecast (2026-2034)
  • 9.2 Casual Gamers
    • 9.2.1 Overview
    • 9.2.2 Historical and Current Market Trends (2020-2025)
    • 9.2.3 Market Forecast (2026-2034)

10 Japan Cloud Gaming Market - Breakup by Region

  • 10.1 Kanto Region
    • 10.1.1 Overview
    • 10.1.2 Historical and Current Market Trends (2020-2025)
    • 10.1.3 Market Breakup by Device Type
    • 10.1.4 Market Breakup by Genre
    • 10.1.5 Market Breakup by Technology
    • 10.1.6 Market Breakup by Gamers
    • 10.1.7 Key Players
    • 10.1.8 Market Forecast (2026-2034)
  • 10.2 Kansai/Kinki Region
    • 10.2.1 Overview
    • 10.2.2 Historical and Current Market Trends (2020-2025)
    • 10.2.3 Market Breakup by Device Type
    • 10.2.4 Market Breakup by Genre
    • 10.2.5 Market Breakup by Technology
    • 10.2.6 Market Breakup by Gamers
    • 10.2.7 Key Players
    • 10.2.8 Market Forecast (2026-2034)
  • 10.3 Central/ Chubu Region
    • 10.3.1 Overview
    • 10.3.2 Historical and Current Market Trends (2020-2025)
    • 10.3.3 Market Breakup by Device Type
    • 10.3.4 Market Breakup by Genre
    • 10.3.5 Market Breakup by Technology
    • 10.3.6 Market Breakup by Gamers
    • 10.3.7 Key Players
    • 10.3.8 Market Forecast (2026-2034)
  • 10.4 Kyushu-Okinawa Region
    • 10.4.1 Overview
    • 10.4.2 Historical and Current Market Trends (2020-2025)
    • 10.4.3 Market Breakup by Device Type
    • 10.4.4 Market Breakup by Genre
    • 10.4.5 Market Breakup by Technology
    • 10.4.6 Market Breakup by Gamers
    • 10.4.7 Key Players
    • 10.4.8 Market Forecast (2026-2034)
  • 10.5 Tohoku Region
    • 10.5.1 Overview
    • 10.5.2 Historical and Current Market Trends (2020-2025)
    • 10.5.3 Market Breakup by Device Type
    • 10.5.4 Market Breakup by Genre
    • 10.5.5 Market Breakup by Technology
    • 10.5.6 Market Breakup by Gamers
    • 10.5.7 Key Players
    • 10.5.8 Market Forecast (2026-2034)
  • 10.6 Chugoku Region
    • 10.6.1 Overview
    • 10.6.2 Historical and Current Market Trends (2020-2025)
    • 10.6.3 Market Breakup by Device Type
    • 10.6.4 Market Breakup by Genre
    • 10.6.5 Market Breakup by Technology
    • 10.6.6 Market Breakup by Gamers
    • 10.6.7 Key Players
    • 10.6.8 Market Forecast (2026-2034)
  • 10.7 Hokkaido Region
    • 10.7.1 Overview
    • 10.7.2 Historical and Current Market Trends (2020-2025)
    • 10.7.3 Market Breakup by Device Type
    • 10.7.4 Market Breakup by Genre
    • 10.7.5 Market Breakup by Technology
    • 10.7.6 Market Breakup by Gamers
    • 10.7.7 Key Players
    • 10.7.8 Market Forecast (2026-2034)
  • 10.8 Shikoku Region
    • 10.8.1 Overview
    • 10.8.2 Historical and Current Market Trends (2020-2025)
    • 10.8.3 Market Breakup by Device Type
    • 10.8.4 Market Breakup by Genre
    • 10.8.5 Market Breakup by Technology
    • 10.8.6 Market Breakup by Gamers
    • 10.8.7 Key Players
    • 10.8.8 Market Forecast (2026-2034)

11 Japan Cloud Gaming Market - Competitive Landscape

  • 11.1 Overview
  • 11.2 Market Structure
  • 11.3 Market Player Positioning
  • 11.4 Top Winning Strategies
  • 11.5 Competitive Dashboard
  • 11.6 Company Evaluation Quadrant

12 Profiles of Key Players

  • 12.1 Amazon Web Services Inc.
    • 12.1.1 Business Overview
    • 12.1.2 Services Offered
    • 12.1.3 Business Strategies
    • 12.1.4 SWOT Analysis
    • 12.1.5 Major News and Events
  • 12.2 International Business Machines Corporation
    • 12.2.1 Business Overview
    • 12.2.2 Services Offered
    • 12.2.3 Business Strategies
    • 12.2.4 SWOT Analysis
    • 12.2.5 Major News and Events
  • 12.3 Microsoft Corporation
    • 12.3.1 Business Overview
    • 12.3.2 Services Offered
    • 12.3.3 Business Strategies
    • 12.3.4 SWOT Analysis
    • 12.3.5 Major News and Events
  • 12.4 Nvidia Corporation
    • 12.4.1 Business Overview
    • 12.4.2 Services Offered
    • 12.4.3 Business Strategies
    • 12.4.4 SWOT Analysis
    • 12.4.5 Major News and Events
  • 12.5 Sony Interactive Entertainment LLC (Sony Corporation)
    • 12.5.1 Business Overview
    • 12.5.2 Services Offered
    • 12.5.3 Business Strategies
    • 12.5.4 SWOT Analysis
    • 12.5.5 Major News and Events
  • 12.6 Ubitus K.K.
    • 12.6.1 Business Overview
    • 12.6.2 Services Offered
    • 12.6.3 Business Strategies
    • 12.6.4 SWOT Analysis
    • 12.6.5 Major News and Events

13 Japan Cloud Gaming Market - Industry Analysis

  • 13.1 Drivers, Restraints, and Opportunities
    • 13.1.1 Overview
    • 13.1.2 Drivers
    • 13.1.3 Restraints
    • 13.1.4 Opportunities
  • 13.2 Porters Five Forces Analysis
    • 13.2.1 Overview
    • 13.2.2 Bargaining Power of Buyers
    • 13.2.3 Bargaining Power of Suppliers
    • 13.2.4 Degree of Competition
    • 13.2.5 Threat of New Entrants
    • 13.2.6 Threat of Substitutes
  • 13.3 Value Chain Analysis

14 Appendix