Video Games in Japan

June 2025
USD 1,195
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Overview:

Understand the latest market trends and future growth opportunities for the Video Games industry in Japan with research from Euromonitor International's team of in-country analysts – experts by industry and geographic specialisation.

Key trends are clearly and succinctly summarised alongside the most current research data available. Understand and assess competitive threats and plan corporate strategy with our qualitative analysis, insight and confident growth projections.

If you're in the Video Games industry in Japan, our research will help you to make informed, intelligent decisions; to recognise and profit from opportunity, or to offer resilience amidst market uncertainty.

The Video Games in Japan report includes:

  • Analysis of key supply-side and demand trends
  • Detailed segmentation of international and local products
  • Historic volume and value sizes, company and brand market shares
  • Five year forecasts of market trends and market growth
  • Robust and transparent research methodology, conducted in-country

This report answers:

  • What is the market size of Video Games in Japan?
  • Which are the leading brands in Video Games in Japan?
  • How are products distributed in Video Games in Japan?
  • How is the rise of e-commerce impacting the retail landscape and traditional outlets?
  • What are the key safety regulations to observe in Japan?
  • How has retail disruption following COVID-19 and national lockdown impacted sales?
  • Where is future growth expected to be most dynamic?
  • Is it more important to appeal to children or adults?

Video Games in Japan - Category analysis

KEY DATA FINDINGS

Growth for video games software unable to offset decline for video games hardware
Chart 1 Key Trends 2024
The decline of video games amid economic concerns
Palworld success sparks intellectual property debate and Nintendo lawsuit
Chart 2 Pocketpair’s Palworld Becomes One of the Best-Selling Indie Games of All Time
Chart 3 Analyst Insight
Video games software to lead growth over the forecast period
Sustainability set to gain further traction
Continuing to leverage IPs to engage consumers
Mobile games may face headwinds
Switch 2 release likely to boost sales for Nintendo
Gaming headsets likely to be limited to core users
PlayStation loses its leadership to Nintendo, while fragmentation increases
Joy Nice Games and First Fun drive sales with advertisements and influencers
Dragon Quest III HD-2D success driven by kidult nostalgia
Chart 4 Kidult Appeal Drives Dragon Quest III HD-2D Success in 2024
Established franchises dominate mobile games through brand recognition and partnerships
Chart 5 Monster Strike Dominates Japan’s Mobile Market with Strategic Anime Collaborations
Nintendo to release Switch successor with enhanced social features
Retail e-commerce outshines offline retail in video games due to video games software
Consumers still turn to physical stores for video games hardware

Toys and Games in Japan - Industry Overview

Even inflation cannot stop growth for traditional toys and games, due to spending by kidults
Chart 6 Key Trends 2024
Traditional toys and games shows growth, while video games declines
One Piece Card Game benefits from the kidult trend and popularity of the related comic
Chart 7 One Piece Card Game Sales Surge in 2024, Fuelled by Nostalgia and Anime Tie-ins
Chart 8 Analyst Insight
Palworld's success on Steam faces controversy due to similarity with Pokémon
Chart 9 Palworld Becomes a Breakout Hit on Steam in 2024
Video games will continue to lead toys and games, despite anticipation of modest growth
Pokémon Trading Card Game app launch expected to also boost sales of its physical game
Switch 2 launch in 2025 anticipated to perform well
Gundam likely to drive growth in traditional toys and games, but mobile games may face headwinds in video games
PlayStation loses its lead to Nintendo amid the changing preferences of gamers
China-based games developers' marketing tactics drive success for mobile games
IP partnerships impact brand rankings, with Sumikkogurashi PC performing well
Chart 10 Sumikkogurashi PC Remains Top Seller in Japan in 2024
Retail e-commerce is the leading sales channel and exhibits strong growth
Offline retail continues to have its place, particularly for sales of traditional toys and games
Toymakers prioritise direct-to-consumer for closer consumer contact
Chart 11 Real GDP Growth and Inflation 2019-2029
Chart 12 PEST Analysis in Japan 2024
Chart 13 Key Insights on Consumers in Japan 2024
Chart 14 Consumer Landscape in Japan 2024

COUNTRY REPORTS DISCLAIMER

Summary 1 Research Sources
The following categories and subcategories are included:

Video Games

    • Hand-Held Consoles
    • Static Consoles
    • Gaming Headsets
      • Computer Games (Physical)
      • Console Games (Physical)
      • Computer Games (Digital)
      • Console Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Console Games (Physical)
        • Console Games (Digital)
        • Computer Games (Physical)
        • Computer Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Computer Games (Game Sales)
        • Console Games (Game Sales)
        • Online Games and Subscriptions (Game Sales)
        • Mobile Games (Game Sales)
        • Computer Games (In-Game Purchases)
        • Console Games (In-Game Purchases)
        • Online Games and Subscriptions (In-Game Purchases)
        • Mobile Games (In-Game Purchases)

Video Games

This is the aggregation of video games hardware and video games software. Electronic/computerised educational toys such as Speak & Spell and LeapFrog are excluded from video games and included under pre-school. Video gaming population refers to the population that played a game at least once in the last 6 months on any covered platform. This includes players who have not spent any money on game purchases or in-game content purchases.

See all of our definitions
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This report originates from Passport, our Video Games research and analysis database.

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