封面
市場調查報告書
商品編碼
1905589

日本遊戲化學習市場報告(按平台(線上、線下)、收入類型(遊戲購買、廣告及其他)、最終用戶(K-12遊戲化學習、高等教育遊戲化學習)和地區分類,2026-2034年)

Japan Game Based Learning Market Report by Platform (Online, Offline), Revenue Type (Game Purchase, Advertising, and Others), End User (K-12 Game-Based Learning, Higher Game-Based Learning), and Region 2026-2034

出版日期: | 出版商: IMARC | 英文 116 Pages | 商品交期: 5-7個工作天內

價格
簡介目錄

2025年,日本遊戲化學習市場規模達10.453億美元。展望未來, IMARC Group預計到2034年,該市場規模將達到52.144億美元,2026年至2034年間的複合年成長率(CAGR)將達到19.55%。推動市場成長的因素眾多,包括對沉浸式學習體驗日益成長的需求、對提升教育效果的追求、個人化和自適應學習方法的推廣、企業培訓和技能提升計劃的實施,以及智慧型手機使用量的不斷成長。

本報告解答的關鍵問題:

  • 日本遊戲化學習市場目前表現如何?未來幾年又將如何發展?
  • 新冠疫情對日本遊戲化學習市場產生了哪些影響?
  • 日本遊戲化學習市場依平台分類的組成是怎樣的?
  • 日本遊戲化學習市場依收入類型分類的組成是怎樣的?
  • 日本遊戲化學習市場依最終用戶分類的組成是怎樣的?
  • 日本遊戲化學習市場價值鏈的各個階段有哪些?
  • 日本遊戲化學習的關鍵促進因素和挑戰是什麼?
  • 日本遊戲化學習市場的結構是怎麼樣的?主要參與者有哪些?
  • 日本遊戲化學習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:日本遊戲化學習市場-簡介

  • 概述
  • 市場動態
  • 產業趨勢
  • 競爭情報

第5章:日本遊戲化學習市場概況

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

第6章:日本遊戲化學習市場-依平台分類

  • 線上
  • 離線

第7章:日本遊戲化學習市場-依收入類型分類

  • 遊戲購買
  • 廣告
  • 其他

第8章:日本遊戲化學習市場-以最終用戶分類

  • K-12遊戲化學習
  • 高等遊戲化學習

第9章:日本遊戲化學習市場-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:日本遊戲化學習市場-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:日本遊戲化學習市場-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: SR112026A18028

Japan game based learning market size reached USD 1,045.3 Million in 2025. Looking forward, IMARC Group expects the market to reach USD 5,214.4 Million by 2034, exhibiting a growth rate (CAGR) of 19.55% during 2026-2034. The market is being driven by several significant factors, including a growing need for more immersive learning experiences, improved educational results, personalized and adaptive learning approaches, corporate training and skill enhancement initiatives, and the increasing prevalence of smartphone use

Game-based learning is an educational strategy that employs interactive games to facilitate the process of learning and skill acquisition. Within this framework, learners participate in game scenarios and activities that have been specifically designed to align with defined educational goals. By incorporating game elements such as challenges, rewards, and progression, this approach motivates participants to actively engage in the learning journey. The primary objective of game-based learning is to enrich the learning experience by encouraging active participation, honing problem-solving abilities, and fostering critical thinking skills. Through immersion in a dynamic and interactive environment, learners are prompted to explore, experiment, and apply acquired knowledge in real-world contexts. This methodology proves particularly advantageous in deepening comprehension of intricate concepts and promoting knowledge retention. Game-based learning has garnered widespread acclaim across diverse sectors, including formal education, corporate training, and professional development initiatives. Its efficacy is rooted in its capacity to render learning enjoyable and pertinent, ultimately resulting in heightened knowledge retention and enhanced performance outcomes.

Japan Game Based Learning Market Trends:

The game-based learning market in Japan is experiencing notable growth, driven by several key factors. There is an increasing recognition of the benefits of interactive gaming as an educational tool, particularly in enhancing engagement and fostering critical thinking among learners. Additionally, educational institutions, including schools and universities, are incorporating game-based learning methods into their curricula to create dynamic and immersive learning experiences, which is acting as another significant growth-inducing factor. Furthermore, the corporate sector is adopting game-based training programs to enhance employee skills and productivity. Besides this, with the widespread availability of smartphones and digital devices, game-based learning is becoming more accessible and convenient, further fueling its adoption. The market is witnessing innovations in game design and technology to align with educational objectives, making it a valuable component of Japan's educational landscape and professional development initiatives.

Japan Game Based Learning Market Segmentation:

Platform Insights:

  • Online
  • Offline

Revenue Type Insights:

  • Game Purchase
  • Advertising
  • Others

End User Insights:

  • K-12 Game-Based Learning
  • Higher Game-Based Learning

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 game based learning market performed so far and how will it perform in the coming years?
  • What has been the impact of COVID-19 on the Japan game based learning market?
  • What is the breakup of the Japan game based learning market on the basis of platform?
  • What is the breakup of the Japan game based learning market on the basis of revenue type?
  • What is the breakup of the Japan game based learning market on the basis of end user?
  • What are the various stages in the value chain of the Japan game based learning market?
  • What are the key driving factors and challenges in the Japan game based learning?
  • What is the structure of the Japan game based learning market and who are the key players?
  • What is the degree of competition in the Japan game based learning 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 Game Based Learning Market - Introduction

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

5 Japan Game Based Learning Market Landscape

  • 5.1 Historical and Current Market Trends (2020-2025)
  • 5.2 Market Forecast (2026-2034)

6 Japan Game Based Learning Market - Breakup by Platform

  • 6.1 Online
    • 6.1.1 Overview
    • 6.1.2 Historical and Current Market Trends (2020-2025)
    • 6.1.3 Market Forecast (2026-2034)
  • 6.2 Offline
    • 6.2.1 Overview
    • 6.2.2 Historical and Current Market Trends (2020-2025)
    • 6.2.3 Market Forecast (2026-2034)

7 Japan Game Based Learning Market - Breakup by Revenue Type

  • 7.1 Game Purchase
    • 7.1.1 Overview
    • 7.1.2 Historical and Current Market Trends (2020-2025)
    • 7.1.3 Market Forecast (2026-2034)
  • 7.2 Advertising
    • 7.2.1 Overview
    • 7.2.2 Historical and Current Market Trends (2020-2025)
    • 7.2.3 Market Forecast (2026-2034)
  • 7.3 Others
    • 7.3.1 Historical and Current Market Trends (2020-2025)
    • 7.3.2 Market Forecast (2026-2034)

8 Japan Game Based Learning Market - Breakup by End User

  • 8.1 K-12 Game-Based Learning
    • 8.1.1 Overview
    • 8.1.2 Historical and Current Market Trends (2020-2025)
    • 8.1.3 Market Forecast (2026-2034)
  • 8.2 Higher Game-Based Learning
    • 8.2.1 Overview
    • 8.2.2 Historical and Current Market Trends (2020-2025)
    • 8.2.3 Market Forecast (2026-2034)

9 Japan Game Based Learning 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 Platform
    • 9.1.4 Market Breakup by Revenue Type
    • 9.1.5 Market Breakup by End User
    • 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 Platform
    • 9.2.4 Market Breakup by Revenue Type
    • 9.2.5 Market Breakup by End User
    • 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 Platform
    • 9.3.4 Market Breakup by Revenue Type
    • 9.3.5 Market Breakup by End User
    • 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 Platform
    • 9.4.4 Market Breakup by Revenue Type
    • 9.4.5 Market Breakup by End User
    • 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 Platform
    • 9.5.4 Market Breakup by Revenue Type
    • 9.5.5 Market Breakup by End User
    • 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 Platform
    • 9.6.4 Market Breakup by Revenue Type
    • 9.6.5 Market Breakup by End User
    • 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 Platform
    • 9.7.4 Market Breakup by Revenue Type
    • 9.7.5 Market Breakup by End User
    • 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 Platform
    • 9.8.4 Market Breakup by Revenue Type
    • 9.8.5 Market Breakup by End User
    • 9.8.6 Key Players
    • 9.8.7 Market Forecast (2026-2034)

10 Japan Game Based Learning 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 Game Based Learning 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