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Japan Virtual Reality Gaming Market: Industry Trends, Share, Size, Growth, Opportunity and Forecast 2021-2026

Market Overview:

The Japan virtual reality gaming market is currently witnessing robust growth. 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. Looking forward, the market is expected to continue its robust growth during the forecast period (2021-2026).

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 for growth at the region level from 2021-2026. Our report has categorized the market based on region, segment, device, age group and types of games.

Breakup by Segment:

  • Software
  • Hardware
     

Breakup by Device:

  • Personal Computers
  • Gaming Consoles
  • Mobile Devices
     

Breakup by Age Group:

  • Adults
  • Children
     

Breakup by Types 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.

Key Questions Answered in This Report:

  • How has the Japan virtual reality gaming market performed so far and how will it perform in the coming years?
  • What has been the impact of COVID-19 on the Japan virtual reality gaming market?
  • What are the key regional markets?
  • What is the breakup of the market based on the segment?
  • What is the breakup of the market based on the device?
  • What is the breakup of the market based on the age group?
  • What is the breakup of the market based on the types of games?
  • What are the various stages in the value chain of the industry?
  • What are the key driving factors and challenges in the industry?
  • What is the structure of the Japan virtual reality gaming market and who are the key players?
  • What is the degree of competition in the industry?

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    Introduction

    4.1    Overview
    4.2    Key Industry Trends
5    Japan Virtual Reality Gaming Market
    5.1    Market Overview
    5.2    Market Performance
    5.3    Impact of COVID-19
    5.4    Market Forecast
6    Market Breakup by Segment
    6.1    Software
        6.1.1 Market Trends
        6.1.2 Market Forecast
    6.2    Hardware
        6.2.1 Market Trends
        6.2.2 Market Forecast
7    Market Breakup by Device
    7.1    Personal Computers
        7.1.1 Market Trends
        7.1.2 Market Forecast
    7.2    Gaming Consoles
        7.2.1 Market Trends
        7.2.2 Market Forecast
    7.3    Mobile Devices
        7.3.1 Market Trends
        7.3.2 Market Forecast
8    Market Breakup by Age Group
    8.1    Adults
        8.1.1 Market Trends
        8.1.2 Market Forecast
    8.2    Children
        8.2.1 Market Trends
        8.2.2 Market Forecast
9    Market Breakup by Types of Games
    9.1    Racing
        9.1.1 Market Trends
        9.1.2 Market Forecast
    9.2    Adventure
        9.2.1 Market Trends
        9.2.2 Market Forecast
    9.3    Fighting
        9.3.1 Market Trends
        9.3.2 Market Forecast
    9.4    Shooting
        9.4.1 Market Trends
        9.4.2 Market Forecast
    9.5    Mystery Thriller
        9.5.1 Market Trends
        9.5.2 Market Forecast
    9.6    Puzzle
        9.6.1 Market Trends
        9.6.2 Market Forecast
    9.7    Science Fiction
        9.7.1 Market Trends
        9.7.2 Market Forecast
    9.8    Others
        9.8.1 Market Trends
        9.8.2 Market Forecast
10    Market Breakup by Region
   10.1    Kanto Region
        10.1.1 Market Trends
        10.1.2 Market Forecast
    10.2    Kinki Region
        10.2.1 Market Trends
        10.2.2 Market Forecast
    10.3    Central/ Chubu Region
        10.3.1 Market Trends
        10.3.2 Market Forecast
    10.4    Kyushu-Okinawa Region
        10.4.1 Market Trends
        10.4.2 Market Forecast
    10.5     Tohoku Region
        10.5.1 Market Trends
        10.5.2 Market Forecast
    10.6    Chugoku Region
        10.6.1 Market Trends
        10.6.2 Market Forecast
    10.7    Hokkaido Region
        10.7.1 Market Trends
        10.7.2 Market Forecast
    10.8    Shikoku Region
        10.8.1 Market Trends
        10.8.2 Market Forecast 
11    SWOT Analysis
    11.1    Overview
    11.2    Strengths
    11.3    Weaknesses
    11.4    Opportunities
    11.5    Threats
12    Value Chain Analysis
13    Porters Five Forces Analysis

    13.1    Overview
    13.2    Bargaining Power of Buyers
    13.3    Bargaining Power of Suppliers
    13.4    Degree of Competition
    13.5    Threat of New Entrants
    13.6    Threat of Substitutes
14    Price Analysis
15    Policy and Regulatory Landscape
16    Competitive Landscape

    16.1    Market Structure
    16.2    Key Players
    16.3    Profiles of Key Players

List of Figures

Figure 1: Japan: Virtual Reality Gaming Market: Major Drivers and Challenges
Figure 2: Japan: Virtual Reality Gaming Market: Sales Value (in Million US$), 2015-2020
Figure 3: Japan: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 4: Japan: Virtual Reality Gaming Market: Breakup by Segment (in %), 2020
Figure 5: Japan: Virtual Reality Gaming Market: Breakup by Device (in %), 2020
Figure 6: Japan: Virtual Reality Gaming Market: Breakup by Age Group (in %), 2020
Figure 7: Japan: Virtual Reality Gaming Market: Breakup by Types of Games (in %), 2020
Figure 8: Japan: Virtual Reality Gaming Market: Breakup by Region (in %), 2020
Figure 9: Japan: Virtual Reality Gaming (Software) Market: Sales Value (in Million US$), 2015 & 2020
Figure 10: Japan: Virtual Reality Gaming (Software) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 11: Japan: Virtual Reality Gaming (Hardware) Market: Sales Value (in Million US$), 2015 & 2020
Figure 12: Japan: Virtual Reality Gaming (Hardware) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 13: Japan: Virtual Reality Gaming (Personal Computers) Market: Sales Value (in Million US$), 2015 & 2020
Figure 14: Japan: Virtual Reality Gaming (Personal Computers) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 15: Japan: Virtual Reality Gaming (Gaming Consoles) Market: Sales Value (in Million US$), 2015 & 2020
Figure 16: Japan: Virtual Reality Gaming (Gaming Consoles) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 17: Japan: Virtual Reality Gaming (Mobile Devices) Market: Sales Value (in Million US$), 2015 & 2020
Figure 18: Japan: Virtual Reality Gaming (Mobile Devices) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 19: Japan: Virtual Reality Gaming (Adults) Market: Sales Value (in Million US$), 2015 & 2020
Figure 20: Japan: Virtual Reality Gaming (Adults) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 21: Japan: Virtual Reality Gaming (Children) Market: Sales Value (in Million US$), 2015 & 2020
Figure 22: Japan: Virtual Reality Gaming (Children) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 23: Japan: Virtual Reality Gaming (Racing) Market: Sales Value (in Million US$), 2015 & 2020
Figure 24: Japan: Virtual Reality Gaming (Racing) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 25: Japan: Virtual Reality Gaming (Adventure) Market: Sales Value (in Million US$), 2015 & 2020
Figure 26: Japan: Virtual Reality Gaming (Adventure) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 27: Japan: Virtual Reality Gaming (Fighting) Market: Sales Value (in Million US$), 2015 & 2020
Figure 28: Japan: Virtual Reality Gaming (Fighting) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 29: Japan: Virtual Reality Gaming (Shooting) Market: Sales Value (in Million US$), 2015 & 2020
Figure 30: Japan: Virtual Reality Gaming (Shooting) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 31: Japan: Virtual Reality Gaming (Mystery Thriller) Market: Sales Value (in Million US$), 2015 & 2020
Figure 32: Japan: Virtual Reality Gaming (Mystery Thriller) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 33: Japan: Virtual Reality Gaming (Puzzle) Market: Sales Value (in Million US$), 2015 & 2020
Figure 34: Japan: Virtual Reality Gaming (Puzzle) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 35: Japan: Virtual Reality Gaming (Science Fiction) Market: Sales Value (in Million US$), 2015 & 2020
Figure 36: Japan: Virtual Reality Gaming (Science Fiction) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 37: Japan: Virtual Reality Gaming (Other Type of Games) Market: Sales Value (in Million US$), 2015 & 2020
Figure 38: Japan: Virtual Reality Gaming (Other Type of Games) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 39: Kanto Region: Virtual Reality Gaming Market: Sales Value (in Million US$), 2015 & 2020
Figure 40: Kanto Region: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 41: Kinki Region: Virtual Reality Gaming Market: Sales Value (in Million US$), 2015 & 2020
Figure 42: Kinki Region: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 43: Central/ Chubu Region: Virtual Reality Gaming Market: Sales Value (in Million US$), 2015 & 2020
Figure 44: Central/ Chubu Region: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 45: Kyushu-Okinawa Region: Virtual Reality Gaming Market: Sales Value (in Million US$), 2015 & 2020
Figure 46: Kyushu-Okinawa Region: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 47: Tohoku Region: Virtual Reality Gaming Market: Sales Value (in Million US$), 2015 & 2020
Figure 48: Tohoku Region: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 49: Chugoku Region: Virtual Reality Gaming Market: Sales Value (in Million US$), 2015 & 2020
Figure 50: Chugoku Region: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 51: Hokkaido Region: Virtual Reality Gaming Market: Sales Value (in Million US$), 2015 & 2020
Figure 52: Hokkaido Region: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 53: Shikoku Region: Virtual Reality Gaming Market: Sales Value (in Million US$), 2015 & 2020
Figure 54: Shikoku Region: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2021-2026 
Figure 55: Japan: Virtual Reality Gaming Industry: SWOT Analysis
Figure 56: Japan: Virtual Reality Gaming Industry: Value Chain Analysis
Figure 57: Japan: Virtual Reality Gaming Industry: Porter’s Five Forces Analysis

List of Tables

Table 1: Japan: Virtual Reality Gaming Market: Key Industry Highlights, 2020 and 2026
Table 2: Japan: Virtual Reality Gaming Market Forecast: Breakup by Segment (in Million US$), 2021-2026
Table 3: Japan: Virtual Reality Gaming Market Forecast: Breakup by Device (in Million US$), 2021-2026
Table 4: Japan: Virtual Reality Gaming Market Forecast: Breakup by Age Group (in Million US$), 2021-2026
Table 5: Japan: Virtual Reality Gaming Market Forecast: Breakup by Types of Games (in Million US$), 2021-2026
Table 6: Japan: Virtual Reality Gaming Market Forecast: Breakup by Region (in Million US$), 2021-2026
Table 7: Japan: Virtual Reality Gaming Market: Competitive Structure
Table 8: Japan: Virtual Reality Gaming Market: Key Players

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