Board Games - Japan

  • Japan
  • The Board Games market in Japan is expected to see significant growth in the coming years.
  • According to projections, the total revenue in this market is estimated to reach €49.72m in 2022.
  • This indicates a positive trend in the industry.
  • Furthermore, the market is projected to experience an annual growth rate of 6.50% from 2022 to 2027, resulting in a market volume of €63.17m by 2027.
  • Looking at specific revenue streams within the Board Games market, the in-app purchase (IAP) revenue is expected to reach €42.36m in 2022.
  • This demonstrates the increasing popularity of in-app purchases within the gaming industry.
  • Additionally, the revenue from paid app downloads is projected to reach €1.11m in 2022, indicating a continued demand for paid apps in the Board Games market.
  • Furthermore, advertising revenue is expected to reach €6.25m in 2022, highlighting the importance of advertising as a revenue source in the industry.
  • In terms of downloads, the number of downloads in the Board Games market is projected to reach 50.98m downloads in 2022.
  • This showcases the high level of user engagement and interest in board games.
  • Moreover, the average revenue per download is expected to amount to €0.98, indicating the potential profitability of each download.
  • When compared to other countries, in the United States stands out as the leader in generating revenue in the Board Games market.
  • In 2022, it is projected to generate €1,090.00m in revenue, solidifying its position as the top revenue generator in the industry.
  • Overall, the Board Games market in Japan is poised for growth, with various revenue streams and a strong user base.
  • The projected numbers indicate positive prospects for the industry, both domestically and globally.

Key regions: Europe, South Korea, United States, Germany, Japan

 
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Analyst Opinion

Since the start of Apple, Inc.'s App Store in 2008 with around 500 apps, mobile apps have come to dominate the digital economy and have quickly outpaced the demand for desktop applications. As of 2021, the Apple App Store and Google Play Store had more than 5 million apps combined. Because many apps from the West are not available in China, many new app stores have emerged there. Digital lifestyles around the world now depend on adopting mobile apps, especially when it comes to social networking. The games industry has also been thoroughly transformed by the app revolution and is demonstrated by the fact that the games category is the largest and highest-grossing app category.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on revenue from in-app purchases, revenue from the purchase of apps, and revenue from advertising, as well as the number of downloads for each app category.

Modeling approach:

Market sizes are determined through a bottom-up approach, building on a specific rationale for each market segment. As a basis for evaluating markets, we use market data from independent databases and third-party sources, current trends, and reported performance indicators of top market players. In addition, we use relevant key market indicators and data from country-specific associations, such as smartphone users and mobile broadband connections. This data helps us estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, 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/capita, level of digitization, and consumer attitudes toward apps.

Additional notes:

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 case market dynamics change.

Visión general

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