Japan Virtual Reality Gaming Market Report by Segment (Software, Hardware), Device (Personal Computers, Gaming Consoles, Mobile Devices), Age Group (Adults, Children), Type of Games (Racing, Adventure, Fighting, Shooting, Mystery Thriller, Puzzle, Science Fiction, and Others), and Region 2024-2032

Japan Virtual Reality Gaming Market Report by Segment (Software, Hardware), Device (Personal Computers, Gaming Consoles, Mobile Devices), Age Group (Adults, Children), Type of Games (Racing, Adventure, Fighting, Shooting, Mystery Thriller, Puzzle, Science Fiction, and Others), and Region 2024-2032

Report Format: PDF+Excel | Report ID: SR112024A3042
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Market Overview:

The Japan virtual reality gaming market size reached US$ 1,613.6 Million in 2023. Looking forward, IMARC Group expects the market to reach US$ 4,212.1 Million by 2032, exhibiting a growth rate (CAGR) of 10.9% during 2024-2032.

Report Attribute 
Key Statistics
Base Year
2023
Forecast Years
2024-2032
Historical Years
2018-2023
Market Size in 2023
US$ 1,613.6 Million
Market Forecast in 2032
US$ 4,212.1 Million
Market Growth Rate 2024-2032 10.9%


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 2024-2032. 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.

Report Coverage:

Report Features Details
Base Year of the Analysis 2023
Historical Period 2018-2023
Forecast Period 2024-2032
Units US$ Million
Segment Coverage  Segment, Device, Age Group, Type Of Games, Region
Region Covered Kanto Region, Kinki Region, Central/ Chubu Region, Kyushu-Okinawa Region, Tohoku Region, Chugoku Region, Hokkaido Region, Shikoku Region
Customization Scope 10% Free Customization
Report Price and Purchase Option Single User License: US$ 3699
Five User License: US$ 4699
Corporate License: US$ 5699
Post-Sale Analyst Support 10-12 Weeks
Delivery Format PDF and Excel through Email (We can also provide the editable version of the report in PPT/Word format on special request)

Key Questions Answered in This Report

The Japan virtual reality gaming market was valued at US$ 1,613.6 Million in 2023.

We expect the Japan virtual reality gaming market to exhibit a CAGR of 10.9% during 2024-2032.

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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Japan Virtual Reality Gaming Market Report by Segment (Software, Hardware), Device (Personal Computers, Gaming Consoles, Mobile Devices), Age Group (Adults, Children), Type of Games (Racing, Adventure, Fighting, Shooting, Mystery Thriller, Puzzle, Science Fiction, and Others), and Region 2024-2032
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