24 reports

Games Software in Japan (2016) – Market Sizes

By Mintel

Games Software in Japan by Mintel Market Sizes provides you with annual year-end market size data, most recently updated in 2016. This market covers games software for home consoles, handheld consoles, PCs and mobile equipment. Market size is based on boxed retail sales and unboxed (downloadable) sales from online stores. Market size for Games...

450 599 302
Oct 2016

Video Games in Japan

24 pages • By Euromonitor International

Video games in Japan grew by 6% in 2015 to reach sales of ¥1.3 trillion, with growth slowing from the 12% increase seen in 2014. The positive growth came from mobile games, which generated ¥798 billion in 2015, accounting for 63% of overall video game sales. Most, if not all, mobile games that generate sales in mobile games are free-to-play...

800 912 600
Sep 2016

Toys and Games in Japan

40 pages • By Euromonitor International

Demographic and market conditions continued to have an impact on the toys and games market in Japan during 2015. Unlike in the previous year, traditional toys and games contracted in value sales in 2015 while video games recorded healthy growth. Video games received a boost from the 2014 launches of new consoles by PlayStation 4 and Xbox One....

975 1 112 731
Sep 2016

Games Software in Japan

35 pages • By MarketLine

Summary Games Software in Japan industry profile provides top-line qualitative and quantitative summary information including: market size (value 2011-15, and forecast to 2020). The profile also contains descriptions of the leading players including key financial metrics and analysis of competitive pressures within the market. Key...

318 350 270
Aug 2016

Global Video Games Industry

394 pages • By Global Industry Analysts

This report analyzes the worldwide markets for Video Games Software in US$ Million by the following Platforms: Console Games, Handheld Games, PC Games (Digital and Boxed), Casual Web Games, and Mobile Games. The report provides separate comprehensive analytics for the US, Canada, Japan, Europe, Asia-Pacific, Middle East & Africa, and Latin...

4 500 4 950 3 825
Aug 2016

Japan’s Game Makers and Markets: Disruption by Smartphone Games, Smartphone Games Disrupt Japan%s Traditional Game Industry - new 32nd edition

406 pages • By Eurotechnology Japan

New 32nd edition: now includes 25 publicly listed Japanese smartphone game companies incl LINE + Pokemon Go! Japanese companies have created many of the global game genres, platforms and characters, and represent a US$ 50 billion industry sector - far higher still if Pachinko and Pachislot are included. With consumer focus shifting...

4 318 4 750 3 670
Jul 2016

Japan’s Game Makers And Markets (32nd Edition) - Disruption By Smartphone Games

406 pages • By Eurotechnology Japan

Smartphone games disrupt Japan’s traditional game industry New 32nd edition: now includes 25 publicly listed Japanese smartphone game companies incl LINE + Pokemon Go! Japanese companies have created many of the global game genres, platforms and characters, and represent a US$ 50 billion industry sector - far higher...

4 318 4 750 3 670
Jul 2016

Games Consoles in Japan

35 pages • By MarketLine

Summary Games Consoles in Japan industry profile provides top-line qualitative and quantitative summary information including: market share, market size (value and volume 2011-15, and forecast to 2020). The profile also contains descriptions of the leading players including key financial metrics and analysis of competitive pressures...

318 350 270
Jun 2016

Worldwide Video Game Console Market Shares, 2015: Sony Ups Its Game

47 pages • By IDC

This IDC study primarily examines and contrasts the leading home video game console hardware makers and related game software providers in 2015. North America is broken out from Western Europe, Asia/Pacific (including Japan), and a combined rest of the world region. The state of digital-only microconsoles is also considered in some detail."Sony's...

4 091 4 500 3 477
Jun 2016

Worldwide Mobile and Handheld Gaming Forecast, 2016-2020

32 pages • By IDC

This IDC study forecasts smartphone, tablet, and handheld game console users, installed bases, and revenue through 2020. North America is broken out from Western Europe, Asia/Pacific (including Japan), and a combined rest of the world (ROW) region. iOS and Android gaming dynamics are considered in some depth, as is the Nintendo versus Sony...

4 091 4 500 3 477
Mar 2016

Global Mobile Game Market: Trends and Opportunities (2016-2020)

57 pages • By Daedal Research

Scope of the Report The report titled “Global Mobile Game Market: Trends and Opportunities (2016-2020)” provides detailed analysis of global mobile game market with explanation of market overview, market sizing & growth, volume of mobile game players, top players and regional market of mobile games etc. The report also evaluates...

727 800 618
Mar 2016

Worldwide Video Game Console Market Shares, 2014: Sony Closes Strong

52 pages • By IDC

This IDC study primarily compares and contrasts the leading home video game console hardware makers and related game software providers in 2014. North America is broken out from Western Europe, Asia/Pacific (including Japan), and a combined rest of world region. The state of digital-only microconsoles and gaming set-top boxes (STBs) is also...

4 091 4 500 3 477
Dec 2015

Games Software in Japan: Market Snapshot to 2019

13 pages • By GlobalData

Summary Conlumino's, "Games Software in Japan: Market Snapshot to 2019" contains detailed historic and forecast retail sales values of Japan Games Software. The report provides an opinion to help companies in the retail industry better understand the changes in their environment, seize opportunities and formulate crucial business...

68 75 58
Nov 2015

Game Market in APAC 2015-2019

58 pages • By Infiniti Research Limited

Covering: This market analysis segments the game market in APAC by device and includes segments like MMOs, TV consoles, smartphones, PC/Mac, tablets, handheld devices, and casual web games. The report also provides an analysis of the key trends, drivers, and challenges influencing market growth. Leading vendors in this market are ChangYou,...

2 427 2 500 2 087
Oct 2015

The 2016-2021 Outlook for Video Games in Japan

207 pages • By ICON Group

This econometric study covers the latent demand outlook for video games across the prefectures and cities of Japan. Latent demand (in millions of U.S. dollars), or potential industry earnings (P.I.E.) estimates are given across some 1,000 cities in Japan. This statistical approach can prove very useful to distribution and/or sales force strategies....

541 595 460
Sep 2015

The 2016-2021 Outlook for Video Game Consoles in Japan

207 pages • By ICON Group

This econometric study covers the latent demand outlook for video game consoles across the prefectures and cities of Japan. Latent demand (in millions of U.S. dollars), or potential industry earnings (P.I.E.) estimates are given across some 1,000 cities in Japan. This statistical approach can prove very useful to distribution and/or sales...

541 595 460
Sep 2015

The 2016-2021 Outlook for Video Games Hardware in Japan

207 pages • By ICON Group

This econometric study covers the latent demand outlook for video games hardware across the prefectures and cities of Japan. Latent demand (in millions of U.S. dollars), or potential industry earnings (P.I.E.) estimates are given across some 1,000 cities in Japan. This statistical approach can prove very useful to distribution and/or sales...

541 595 460
Sep 2015

The 2016-2021 Outlook for Video Games with Mature Rating in Japan

207 pages • By ICON Group

This econometric study covers the latent demand outlook for video games with Mature rating across the prefectures and cities of Japan. Latent demand (in millions of U.S. dollars), or potential industry earnings (P.I.E.) estimates are given across some 1,000 cities in Japan. This statistical approach can prove very useful to distribution and/or...

541 595 460
Sep 2015

The 2016-2021 Outlook for Video Game Software in Japan

207 pages • By ICON Group

This econometric study covers the latent demand outlook for video game software across the prefectures and cities of Japan. Latent demand (in millions of U.S. dollars), or potential industry earnings (P.I.E.) estimates are given across some 1,000 cities in Japan. This statistical approach can prove very useful to distribution and/or sales...

541 595 460
Sep 2015

The 2016-2021 Outlook for Video Games Software in Japan

207 pages • By ICON Group

This econometric study covers the latent demand outlook for video games software across the prefectures and cities of Japan. Latent demand (in millions of U.S. dollars), or potential industry earnings (P.I.E.) estimates are given across some 1,000 cities in Japan. This statistical approach can prove very useful to distribution and/or sales...

541 595 460
Sep 2015

The 2016-2021 Outlook for Video Game Accessories in Japan

207 pages • By ICON Group

This econometric study covers the latent demand outlook for video game accessories across the prefectures and cities of Japan. Latent demand (in millions of U.S. dollars), or potential industry earnings (P.I.E.) estimates are given across some 1,000 cities in Japan. This statistical approach can prove very useful to distribution and/or sales...

541 595 460
Sep 2015

The 2016-2021 Outlook for Wireless Gaming in Japan

207 pages • By ICON Group

This econometric study covers the latent demand outlook for wireless gaming across the prefectures and cities of Japan. Latent demand (in millions of U.S. dollars), or potential industry earnings (P.I.E.) estimates are given across some 1,000 cities in Japan. This statistical approach can prove very useful to distribution and/or sales force...

541 595 460
Sep 2015

The 2016-2021 Outlook for Video Games and Video Game Consoles in Japan

207 pages • By ICON Group

This econometric study covers the latent demand outlook for video games and video game consoles across the prefectures and cities of Japan. Latent demand (in millions of U.S. dollars), or potential industry earnings (P.I.E.) estimates are given across some 1,000 cities in Japan. This statistical approach can prove very useful to distribution...

541 595 460
Sep 2015

Global 3D Gaming Consoles Industry

144 pages • By Global Industry Analysts

This report analyzes the worldwide markets for 3D Gaming Consoles in Thousand Units. The report provides separate comprehensive analytics for the US, Canada, Japan, Europe, Asia-Pacific, and Rest of World. Annual estimates and forecasts are provided for the period 2014 through 2020. Market data and analytics are derived from primary and secondary...

4 091 4 500 3 477
Jun 2015