Market Overview:
The Japan virtual reality gaming market size reached US$ 1,246 Million in 2021. Looking forward, IMARC Group expects the market to reach US$ 2,827 Million by 2027, exhibiting a growth rate (CAGR) of 13.4% during 2022-2027.
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 2022-2027. Our report has categorized the market based on segment, device, age group and type of games.
Breakup by Segment:
Breakup by Device:
- Personal Computers
- Gaming Consoles
- Mobile Devices
Breakup by Age Group:
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 |
2021 |
Historical Period |
2016-2021 |
Forecast Period |
2022-2027 |
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$ 2699
Five User License: US$ 3699
Corporate License: US$ 4699 |
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) |