封面
市場調查報告書
商品編碼
1905580

日本遊戲機市場報告(按類型(家用遊戲機、掌機、混合型遊戲機、專用遊戲機及其他)、應用(遊戲、非遊戲)、最終用途(住宅、商業)和地區分類,2026-2034)

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 2026-2034

出版日期: | 出版商: IMARC | 英文 118 Pages | 商品交期: 5-7個工作天內

價格
簡介目錄

2025年,日本遊戲機市場規模達33億美元。展望未來, IMARC Group預計到2034年,該市場規模將達到72億美元,2026年至2034年間的複合年成長率(CAGR)為9.01%。推動市場成長的因素眾多,包括電競日益普及、知名電競賽事的推出(這些賽事往往得到主要利害關係人的支持)以及社群媒體平台和遊戲社群影響力人物的崛起。

本報告解答的關鍵問題:

  • 日本遊戲機市場目前的表現如何?未來幾年又將如何發展?
  • 新冠疫情對日本遊戲機市場產生了哪些影響?
  • 日本遊戲機市場按類型分類的組成是怎樣的?
  • 日本遊戲機市場按應用領域分類的組成是怎樣的?
  • 日本遊戲機市場依最終用途分類的組成是怎樣的?
  • 日本遊戲機市場價值鏈的各個階段有哪些?
  • 日本遊戲機市場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?主要參與者有哪些?
  • 日本遊戲機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:日本遊戲機市場概況

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

第6章:日本遊戲機市場-按類型分類

  • 家用遊戲機
  • 掌上型遊戲機
  • 混合型主機
  • 專用遊戲機
  • 其他

第7章:日本遊戲機市場-依應用領域分類

  • 賭博
  • 非遊戲

第8章:日本遊戲機市場-依最終用途分類

  • 住宅
  • 商業的

第9章:日本遊戲機市場-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10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
  • 最佳制勝策略
  • 競爭格局分析
  • 公司評估象限

第11章:關鍵參與者簡介

第12章:日本遊戲機市場-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13章:附錄

簡介目錄
Product Code: SR112026A21703

Japan gaming console market size reached USD 3.3 Billion in 2025. Looking forward, IMARC Group expects the market to reach USD 7.2 Billion by 2034, exhibiting a growth rate (CAGR) of 9.01% during 2026-2034. 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

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

6 Japan Gaming Console Market - Breakup by Type

  • 6.1 Home Consoles
    • 6.1.1 Overview
    • 6.1.2 Historical and Current Market Trends (2020-2025)
    • 6.1.3 Market Forecast (2026-2034)
  • 6.2 Handheld Consoles
    • 6.2.1 Overview
    • 6.2.2 Historical and Current Market Trends (2020-2025)
    • 6.2.3 Market Forecast (2026-2034)
  • 6.3 Hybrid Consoles
    • 6.3.1 Overview
    • 6.3.2 Historical and Current Market Trends (2020-2025)
    • 6.3.3 Market Forecast (2026-2034)
  • 6.4 Dedicated Consoles
    • 6.4.1 Overview
    • 6.4.2 Historical and Current Market Trends (2020-2025)
    • 6.4.3 Market Forecast (2026-2034)
  • 6.5 Others
    • 6.5.1 Historical and Current Market Trends (2020-2025)
    • 6.5.2 Market Forecast (2026-2034)

7 Japan Gaming Console Market - Breakup by Application

  • 7.1 Gaming
    • 7.1.1 Overview
    • 7.1.2 Historical and Current Market Trends (2020-2025)
    • 7.1.3 Market Forecast (2026-2034)
  • 7.2 Non-Gaming
    • 7.2.1 Overview
    • 7.2.2 Historical and Current Market Trends (2020-2025)
    • 7.2.3 Market Forecast (2026-2034)

8 Japan Gaming Console Market - Breakup by End Use

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

9 Japan Gaming Console Market - Breakup by Region

  • 9.1 Kanto Region
    • 9.1.1 Overview
    • 9.1.2 Historical and Current Market Trends (2020-2025)
    • 9.1.3 Market Breakup by Type
    • 9.1.4 Market Breakup by Application
    • 9.1.5 Market Breakup by End Use
    • 9.1.6 Key Players
    • 9.1.7 Market Forecast (2026-2034)
  • 9.2 Kansai/Kinki Region
    • 9.2.1 Overview
    • 9.2.2 Historical and Current Market Trends (2020-2025)
    • 9.2.3 Market Breakup by Type
    • 9.2.4 Market Breakup by Application
    • 9.2.5 Market Breakup by End Use
    • 9.2.6 Key Players
    • 9.2.7 Market Forecast (2026-2034)
  • 9.3 Central/ Chubu Region
    • 9.3.1 Overview
    • 9.3.2 Historical and Current Market Trends (2020-2025)
    • 9.3.3 Market Breakup by Type
    • 9.3.4 Market Breakup by Application
    • 9.3.5 Market Breakup by End Use
    • 9.3.6 Key Players
    • 9.3.7 Market Forecast (2026-2034)
  • 9.4 Kyushu-Okinawa Region
    • 9.4.1 Overview
    • 9.4.2 Historical and Current Market Trends (2020-2025)
    • 9.4.3 Market Breakup by Type
    • 9.4.4 Market Breakup by Application
    • 9.4.5 Market Breakup by End Use
    • 9.4.6 Key Players
    • 9.4.7 Market Forecast (2026-2034)
  • 9.5 Tohoku Region
    • 9.5.1 Overview
    • 9.5.2 Historical and Current Market Trends (2020-2025)
    • 9.5.3 Market Breakup by Type
    • 9.5.4 Market Breakup by Application
    • 9.5.5 Market Breakup by End Use
    • 9.5.6 Key Players
    • 9.5.7 Market Forecast (2026-2034)
  • 9.6 Chugoku Region
    • 9.6.1 Overview
    • 9.6.2 Historical and Current Market Trends (2020-2025)
    • 9.6.3 Market Breakup by Type
    • 9.6.4 Market Breakup by Application
    • 9.6.5 Market Breakup by End Use
    • 9.6.6 Key Players
    • 9.6.7 Market Forecast (2026-2034)
  • 9.7 Hokkaido Region
    • 9.7.1 Overview
    • 9.7.2 Historical and Current Market Trends (2020-2025)
    • 9.7.3 Market Breakup by Type
    • 9.7.4 Market Breakup by Application
    • 9.7.5 Market Breakup by End Use
    • 9.7.6 Key Players
    • 9.7.7 Market Forecast (2026-2034)
  • 9.8 Shikoku Region
    • 9.8.1 Overview
    • 9.8.2 Historical and Current Market Trends (2020-2025)
    • 9.8.3 Market Breakup by Type
    • 9.8.4 Market Breakup by Application
    • 9.8.5 Market Breakup by End Use
    • 9.8.6 Key Players
    • 9.8.7 Market Forecast (2026-2034)

10 Japan Gaming Console 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 Product Portfolio
    • 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 Product Portfolio
    • 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 Product Portfolio
    • 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 Product Portfolio
    • 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 Product Portfolio
    • 11.5.3 Business Strategies
    • 11.5.4 SWOT Analysis
    • 11.5.5 Major News and Events

12 Japan Gaming Console 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