The Japan virtual reality gaming market size reached US$ 1,421.7 Million in 2022. Looking forward, IMARC Group expects the market to reach US$ 3,039.3 Million by 2028, exhibiting a growth rate (CAGR) of 12.5% during 2023-2028.
Virtual reality (VR) games provide an immersive, three-dimensional (3D) interactive game environment to users. These games are played using standalone systems, specialized game consoles or high-end computers. They are also played using a variety of VR gaming peripherals, such as headsets, hand controllers and sensor-equipped gloves. At present, leading smartphone manufacturers in Japan are introducing headsets, controllers and gaming consoles that enable users to play VR games on smartphones.
The rising popularity of location-based entertainment (LBE) represents one of the major factors bolstering the VR gaming market growth in Japan. Apart from this, highly sophisticated laptops and personal computers (PCs) that provide detailed virtual environments and game options are gaining popularity in the country. Moreover, market players are launching specialized mice and pointing devices, steering wheels and accelerators, and VR treadmills that sense and transmit speed and distance. They are also investing in aggressive marketing campaigns to promote their products and expand their existing consumer base in the country. This is anticipated to further spur the growth of the market in the upcoming years.
Key Market Segmentation:
IMARC Group provides an analysis of the key trends in each sub-segment of the Japan virtual reality gaming market report, along with forecasts at the country and regional level from 2023-2028. Our report has categorized the market based on segment, device, age group and type of games.
Breakup by Segment:
Software
Hardware
Breakup by Device:
Personal Computers
Gaming Consoles
Mobile Devices
Breakup by Age Group:
Adults
Children
Breakup by Type of Games:
Racing
Adventure
Fighting
Shooting
Mystery Thriller
Puzzle
Science Fiction
Others
Breakup by Region:
Kanto Region
Kinki Region
Central/ Chubu Region
Kyushu-Okinawa Region
Tohoku Region
Chugoku Region
Hokkaido Region
Shikoku Region
Competitive Landscape:
The competitive landscape of the industry has also been examined along with the profiles of the key players.
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Key Questions Answered in This Report
The Japan virtual reality gaming market was valued at US$ 1,421.7 Million in 2022.
We expect the Japan virtual reality gaming market to exhibit a CAGR of 12.5% during 2023-2028.
The increasing popularity of Location-based Entertainment (LBE), along with the advent of advanced laptops and Personal Computers (PCs) that provide detailed virtual environment and gaming options, is primarily driving the Japan virtual reality gaming market.
The sudden outbreak of the COVID-19 pandemic has led to the implementation of stringent lockdown regulations across the nation resulting in the rising demand for virtual reality gaming systems as a means of indoor entertainment.
Based on the segment, the Japan virtual reality gaming market has been segmented into software and hardware. Currently, software holds the majority of the total market share.
Based on the device, the Japan virtual reality gaming market can be divided into personal computers, gaming consoles, and mobile devices. Among these, personal computers currently exhibit a clear dominance in the market.
Based on the age group, the Japan virtual reality gaming market has been categorized into adults and children. Currently, adults account for the largest market share.
Based on the types of games, the Japan virtual reality gaming market can be segregated into racing, adventure, fighting, shooting, mystery thriller, puzzle, science fiction, and others. Among these, shooting exhibits a clear dominance in the market.
On a regional level, the market has been classified into Kanto Region, Kinki Region, Central/ Chubu Region, Kyushu-Okinawa Region, Tohoku Region, Chugoku Region, Hokkaido Region, and Shikoku Region, where Kanto Region currently dominates the market.
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