Mobile Games - Japan

  • Japan
  • In Japan, revenue in the Mobile Games market is projected to reach €19.06bn in 2025.
  • Revenue is expected to show an annual growth rate (CAGR 2025-2029) of 2.23%, leading to a projected market volume of €20.82bn by 2029.
  • In the Mobile Games market withJapan, the number of users is anticipated to amount to 40.2m users by 2029.
  • User penetration in Japan will be 29.6% in 2025 and is expected to increase to 33.8% by 2029.
  • In a global context, most revenue will be generated United States, with a projection of €33,380.00m in 2025.
  • The average revenue per user (ARPU) in Japan's Mobile Games market is projected to amount to €0.53k in 2025.
  • Japan's mobile games market is increasingly dominated by innovative storytelling and immersive experiences, reflecting a cultural preference for narrative depth and engagement.

Key regions: Japan, Germany, South Korea, China, Asia

 
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Analyst Opinion

The Mobile Games Market within the Media Market in Japan is experiencing mild growth, influenced by factors such as a saturated market, changing consumer preferences, and the increasing integration of social features in gaming, which enhance user engagement and retention.

Customer preferences:
In Japan's Mobile Games Market, consumers are gravitating towards games that incorporate cultural storytelling and local themes, reflecting a desire for authenticity and personal connection. Additionally, there is a notable increase in demand for casual and hyper-casual games that fit into busy lifestyles, allowing for quick, engaging play sessions. The rise of collaborative gaming experiences, particularly in social and competitive formats, underscores a shift toward community-driven engagement, as players seek both connection and competition in their gaming experiences.

Trends in the market:
In Japan's Mobile Games Market, there is a significant trend towards immersive experiences that highlight cultural storytelling and local themes, allowing players to forge deeper emotional connections with the games. Concurrently, the demand for casual and hyper-casual games is surging, catering to players with busy lifestyles who seek quick, engaging interactions. Furthermore, the rise of collaborative and competitive gaming experiences emphasizes community engagement, as players increasingly value social connections within their gaming pursuits. These trends suggest that industry stakeholders must prioritize culturally resonant content and social features to thrive in this evolving landscape.

Local special circumstances:
In Japan's Mobile Games Market, the unique blend of cultural heritage and advanced technology significantly shapes market dynamics. The nation's deep-rooted appreciation for storytelling and art influences game design, resulting in immersive experiences that resonate with local audiences. Additionally, Japan's dense urban environments and bustling lifestyles drive the demand for quick, engaging gameplay, fostering a surge in casual and hyper-casual games. Regulatory factors, such as stringent age ratings and consumer protection laws, also shape content creation, ensuring that games align with cultural values and social norms.

Underlying macroeconomic factors:
The Mobile Games Market in Japan is significantly influenced by macroeconomic factors such as consumer spending trends, technological innovation, and demographic shifts. The country's strong economic performance, characterized by a stable GDP and low unemployment rates, supports discretionary spending on mobile entertainment. Additionally, Japan's advanced technological infrastructure fosters rapid development and integration of innovative gaming solutions. The rising popularity of smartphones among younger demographics drives engagement, while global trends in gamification and e-sports further enhance local market dynamics. Regulatory frameworks that prioritize consumer protection and data privacy also play a crucial role in shaping game development and marketing strategies.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Visión general

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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