Games Software in Japan

Games Software in Japan

  • August 2016 •
  • 35 pages •
  • Report ID: 255464
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 Findings
Save time carrying out entry-level research by identifying the size, growth, and leading players in the games software market in Japan

Use the Five Forces analysis to determine the competitive intensity and therefore attractiveness of the games software market in Japan

Leading company profiles reveal details of key games software market players’ global operations and financial performance

Add weight to presentations and pitches by understanding the future growth prospects of the Japan games software market with five year forecasts

Essential resource for top-line data and analysis covering the Japan games software market. Includes market size data, textual and graphical analysis of market growth trends, leading companies and macroeconomic information.

Reasons To Buy
What was the size of the Japan games software market by value in 2015?

What will be the size of the Japan games software market in 2020?

What factors are affecting the strength of competition in the Japan games software market?

How has the market performed over the last five years?

How large is Japan’s games software market in relation to its regional counterparts?

Key Highlights
The games software market includes retail sales of games for domestic games consoles, handheld games consoles, mobile phones and other wireless devices; and games for PC and Mac desktop computers. Online games are excluded (e.g. Second Life). Console hardware sales are excluded. The market is valued at retail selling price (RSP) with any currency conversions calculated using constant 2015 annual average exchange rates.

The Japanese games software market had total revenues of $3.0bn in 2015, representing a compound annual rate of change (CARC) of -4.5% between 2011 and 2015.

Music, video, book, stationery and entertainment software specialists accounted for the largest proportion of sales in the Japanese games software market in 2015. Sales through this channel generated $1.6bn, equivalent to 52.7% of the market's overall value.

Console sales are cyclical in nature, with next generation consoles permitting renewal of the market. Japan's traditional console market is being undermined by prolific adoption of mobile gaming and a robust second hand market.

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Country=Japan Industry=VideoGame ParentIndustry=MediaAndEntertainment Date=201608 Topic=MarketReport Publisher=MarketLine Price=1000