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市場調查報告書
商品編碼
1922770

日本擴增實境(AR)遊戲市場規模、佔有率、趨勢及預測(按組件、技術、設備、遊戲類型和地區分類,2026-2034年)

Japan Augmented Reality Gaming Market Size, Share, Trends and Forecast by Component, Technology, Device, Game Type, and Region, 2026-2034

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

價格
簡介目錄

2025年,日本擴增實境達10.576億美元。 IMARC Group預測,到2034年,該市場規模將達到76.74億美元,2026年至2034年的複合年成長率(CAGR)為24.63%。該市場之所以能夠實現顯著成長,主要得益於AR技術在行動遊戲中的融合,以及AR遊戲透過專用硬體平台的擴展。

日本擴增實境(AR)遊戲市場的發展趨勢:

將AR技術整合到手機遊戲中

日本的傳統遊戲文化和強大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應用。憑藉著深厚的創新遊戲開發傳統,日本孕育了基於位置的AR遊戲,例如《精靈寶可夢GO》和《勇者鬥惡龍Walk》等作品,吸引了許多玩家的目光。例如,2025年3月,Niantic宣布了一項價值40億美元的交易,計劃剝離其遊戲工作室的大部分業務,專注於利用《精靈寶可夢GO》玩家的數據構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世界環境結合,吸引了不同年齡層和背景的玩家,提供身臨其境型體驗,讓休閒玩家和核心玩家都為之著迷。智慧型手機的普及,尤其是具備先進AR功能的智慧型手機,是推動這一趨勢的主要動力,使廣大用戶能夠體驗到更豐富的遊戲內容。這種普及不僅擴大了行動AR遊戲的市場,也透過互動式的、基於位置的遊戲機制提升了用戶參與。這些遊戲的商業性成功推動了日本乃至全球行動遊戲產業的發展,創造了巨大的經濟價值。此外,AR遊戲的流行也刺激了進一步的創新,推動了AR技術新應用方式的開發,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,從而持續推動遊戲產業的演進。

透過專用硬體平台擴展AR遊戲

除了行動裝置之外,日本的AR遊戲也正透過AR頭戴裝置和眼鏡等專用硬體平台實現顯著成長。這一成長源自於消費者對專用AR硬體所能提供的身臨其境型遊戲體驗日益成長的需求。例如,預計到2024年,日本遊戲周邊設備市場規模將超過3.9139億美元,並在2025年至2033年間以12.83%的複合年成長率成長,到2033年達到10.7748億美元。包括SONY和精工Epson在內的主要企業正積極投資AR硬體研發,推動市場競爭格局和AR遊戲體驗的持續發展。 AR頭戴裝置的廣泛應用透過提供手部偵測和空間感知等功能,為遊戲開啟了新的可能性,提高了互動性和真實感。此外,AR技術與其他設備(例如遊戲主機和個人電腦)的整合,正在擴大AR遊戲的普及範圍,並吸引更多不同類型的用戶。透過專用硬體平台拓展AR遊戲,標誌著遊戲體驗正朝著更具沉浸感和互動性的方向發展,也使日本在AR遊戲創新領域處於領先地位。這些趨勢反映了日本致力於在遊戲領域積極採用最尖端科技,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。

本報告解答的關鍵問題

  • 日本擴增實境(AR)遊戲市場目前發展狀況如何?未來幾年又將如何發展?
  • 日本擴增實境遊戲市場按組件是如何細分的?
  • 日本擴增實境遊戲市場按技術分類的組成是怎樣的?
  • 日本擴增實境遊戲市場按設備分類的市場區隔如何?
  • 日本擴增實境遊戲市場按遊戲類型分類的構成比是怎樣的?
  • 日本擴增實境遊戲市場按地區分類的情況如何?
  • 請介紹日本擴增實境遊戲市場價值鏈的各個環節。
  • 日本擴增實境遊戲市場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?主要參與者有哪些?
  • 日本擴增實境遊戲市場競爭有多激烈?

目錄

第1章:序言

第2章:調查範圍與調查方法

  • 調查目標
  • 相關利益者
  • 數據來源
  • 市場估值
  • 調查方法

第3章執行摘要

第4章:日本擴增實境(AR)遊戲市場:簡介

  • 概述
  • 市場動態
  • 產業趨勢
  • 競爭資訊

第5章:日本擴增實境(AR)遊戲市場:現狀

  • 過去和當前的市場趨勢(2020-2025)
  • 市場預測(2026-2034)

第6章 日本擴增實境(AR)遊戲市場-按組成部分細分

  • 軟體
  • 硬體

第7章 日本擴增實境(AR)遊戲市場-依技術細分

  • RFID
  • GPS
  • 行動追蹤
  • 其他

第8章 日本擴增實境(AR)遊戲市場-按設備細分

  • 行動裝置
  • 頭戴式顯示器(HMD)
  • 智慧眼鏡

第9章 日本擴增實境(AR)遊戲市場-按遊戲類型分類

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

第10章:日本擴增實境(AR)遊戲市場:按地區分類

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

第11章:日本擴增實境(AR)遊戲市場:競爭格局

  • 概述
  • 市場結構
  • 市場公司定位
  • 關鍵成功策略
  • 競爭對手儀錶板
  • 企業估值象限

第12章主要企業概況

第13章:日本擴增實境(AR)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: SR112026A32153

The Japan augmented reality gaming market size reached USD 1,057.6 Million in 2025 . Looking forward, IMARC Group expects the market to reach USD 7,674.0 Million by 2034, exhibiting a growth rate (CAGR) of 24.63 % during 2026-2034. 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.

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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
  • Software
  • Hardware

Technology Insights:

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  • RFID
  • GPS
  • Mobile Tracking
  • Others
  • RFID
  • GPS
  • Mobile Tracking
  • Others

Device Insights:

  • Mobiles
  • HMDs
  • Smart Glasses
  • Mobiles
  • HMDs
  • Smart Glasses

Game Type Insights:

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

Regional Insights:

  • Kanto Region
  • Kansai/Kinki Region
  • Central/ Chubu Region
  • Kyushu-Okinawa Region
  • Tohoku Region
  • Chugoku Region
  • Hokkaido Region
  • Shikoku Region
  • 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.

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

6 Japan Augmented Reality Gaming Market - Breakup by Component

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

7 Japan Augmented Reality Gaming Market - Breakup by Technology

  • 7.1 RFID
    • 7.1.1 Overview
    • 7.1.2 Historical and Current Market Trends (2020-2025)
    • 7.1.3 Market Forecast (2026-2034)
  • 7.2 GPS
    • 7.2.1 Overview
    • 7.2.2 Historical and Current Market Trends (2020-2025)
    • 7.2.3 Market Forecast (2026-2034)
  • 7.3 Mobile Tracking
    • 7.3.1 Overview
    • 7.3.2 Historical and Current Market Trends (2020-2025)
    • 7.3.3 Market Forecast (2026-2034)
  • 7.4 Others
    • 7.4.1 Historical and Current Market Trends (2020-2025)
    • 7.4.2 Market Forecast (2026-2034)

8 Japan Augmented Reality Gaming Market - Breakup by Device

  • 8.1 Mobiles
    • 8.1.1 Overview
    • 8.1.2 Historical and Current Market Trends (2020-2025)
    • 8.1.3 Market Forecast (2026-2034)
  • 8.2 HMDs
    • 8.2.1 Overview
    • 8.2.2 Historical and Current Market Trends (2020-2025)
    • 8.2.3 Market Forecast (2026-2034)
  • 8.3 Smart Glasses
    • 8.3.1 Overview
    • 8.3.2 Historical and Current Market Trends (2020-2025)
    • 8.3.3 Market Forecast (2026-2034)

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 (2020-2025)
    • 9.1.3 Market Forecast (2026-2034)
  • 9.2 Adventure Games
    • 9.2.1 Overview
    • 9.2.2 Historical and Current Market Trends (2020-2025)
    • 9.2.3 Market Forecast (2026-2034)
  • 9.3 Fighting Games
    • 9.3.1 Overview
    • 9.3.2 Historical and Current Market Trends (2020-2025)
    • 9.3.3 Market Forecast (2026-2034)
  • 9.4 Shooting Games
    • 9.4.1 Overview
    • 9.4.2 Historical and Current Market Trends (2020-2025)
    • 9.4.3 Market Forecast (2026-2034)
  • 9.5 Mystery Thriller Games
    • 9.5.1 Overview
    • 9.5.2 Historical and Current Market Trends (2020-2025)
    • 9.5.3 Market Forecast (2026-2034)
  • 9.6 Puzzle Games
    • 9.6.1 Overview
    • 9.6.2 Historical and Current Market Trends (2020-2025)
    • 9.6.3 Market Forecast (2026-2034)
  • 9.7 Science Fiction Games
    • 9.7.1 Overview
    • 9.7.2 Historical and Current Market Trends (2020-2025)
    • 9.7.3 Market Forecast (2026-2034)
  • 9.8 Others
    • 9.8.1 Historical and Current Market Trends (2020-2025)
    • 9.8.2 Market Forecast (2026-2034)

10 Japan Augmented Reality 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 Component
    • 10.1.4 Market Breakup by Technology
    • 10.1.5 Market Breakup by Device
    • 10.1.6 Market Breakup by Game Type
    • 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 Component
    • 10.2.4 Market Breakup by Technology
    • 10.2.5 Market Breakup by Device
    • 10.2.6 Market Breakup by Game Type
    • 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 Component
    • 10.3.4 Market Breakup by Technology
    • 10.3.5 Market Breakup by Device
    • 10.3.6 Market Breakup by Game Type
    • 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 Component
    • 10.4.4 Market Breakup by Technology
    • 10.4.5 Market Breakup by Device
    • 10.4.6 Market Breakup by Game Type
    • 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 Component
    • 10.5.4 Market Breakup by Technology
    • 10.5.5 Market Breakup by Device
    • 10.5.6 Market Breakup by Game Type
    • 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 Component
    • 10.6.4 Market Breakup by Technology
    • 10.6.5 Market Breakup by Device
    • 10.6.6 Market Breakup by Game Type
    • 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 Component
    • 10.7.4 Market Breakup by Technology
    • 10.7.5 Market Breakup by Device
    • 10.7.6 Market Breakup by Game Type
    • 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 Component
    • 10.8.4 Market Breakup by Technology
    • 10.8.5 Market Breakup by Device
    • 10.8.6 Market Breakup by Game Type
    • 10.8.7 Key Players
    • 10.8.8 Market Forecast (2026-2034)

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

13 Japan Augmented Reality 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