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Japan Mobile Game Market

Japan Mobile Game Market Size, Share & Trends Analysis Report

Japan Mobile Game Market Size, Share & Trend Analysis 2029

Published
Report ID : AIMR 955
Number of pages : 200
Published Date : Apr 2023
Category : Smart Technologies
Delivery Timeline : 48 hrs

Current Market Size and Market Share of Japan Mobile Game Market:

The Japan Mobile Game Market was valued at USD 13.36 billion in 2020 and is expected to reach USD 22.84 billion by 2026, growing at a CAGR of 9.1% during the forecast period.

The market is dominated by mobile games, accounting for more than 60% of the total gaming market in Japan. Furthermore, the revenue generated by mobile gaming is expected to grow due to the increasing penetration of smartphones and mobile devices.

Key Players in Japan Mobile Game Market:

The Japan Mobile Game Market is highly competitive and is dominated by companies such as Sony, Nintendo, and Mixi. Sony has a significant presence in the market with its PlayStation brand, while Nintendo has been successful with its popular titles like Pokemon Go and Mario Kart Tour. Mixi, on the other hand, has made a name for itself with its popular social networking game, Monster Strike. Other significant players in the market include DeNA, Gree, and CyberAgent.

  • Nintendo Co. Ltd.
  • Sony Interactive Entertainment Inc.
  • LINE Corporation
  • DeNA Co. Ltd.
  • GungHo Online Entertainment Inc.
  • Cygames, Inc.
  • Colopl, Inc
  • Bandai Namco Entertainment Inc.

Japan Mobile Game Market Segmentation:

By genre

  • Role-playing games (RPGs)
  • Action games
  • Sports games
  • Puzzle games
  • Simulation games
  • Strategy games

By device

  • Smartphone games
  • Tablet games
  • Handheld console games

By monetization model

  • Free-to-play games with in-app purchases (IAPs)
  • Paid games
  • Subscription-based games

By target audience

  • Casual gamers
  • Hardcore gamers
  • Female gamers
  • Children and family gamers

By distribution channel

  • App stores (e.g. Apple App Store, Google Play Store)
  • Third-party platforms (e.g. LINE, Gree)
  • Social media platforms (e.g. Facebook, Twitter)

Major Trends and Drivers Affecting Japan Mobile Game Market:

One of the significant trends driving the Japan Mobile Game Market is the increasing use of augmented reality (AR) and virtual reality (VR) technology in games. The COVID-19 pandemic has also played a role in driving growth in the mobile gaming market as more people are spending time indoors and turning to gaming for entertainment. The emergence of cloud gaming and 5G technology is also expected to have a significant impact on the market in the future.

Opportunities and Threats in Japan Mobile Game Market:

The Japan Mobile Game Market presents several opportunities, including the potential to expand into international markets and to target new demographics. However, the market is also faced with threats such as piracy and competition from other forms of entertainment. Additionally, the high cost of developing and marketing mobile games can also be a challenge for smaller companies.

Regulatory and Legal Issues Affecting Japan Mobile Game Market:

One of the significant regulatory and legal issues affecting the Japan Mobile Game Market is the country's gambling laws. Japan's legal definition of gambling is broad, and this has led to uncertainty regarding the legality of loot boxes and gacha games. Furthermore, the government has also introduced new regulations to prevent excessive gaming and protect young players.

Target Demographics and Preferences in Japan Mobile Game Market:

The Japan Mobile Game Market's target demographic includes both males and females, with a significant proportion of players in the age group of 20-30. However, the market is also expanding to older demographics, with more middle-aged and elderly people turning to mobile gaming for entertainment. The preferences of the target audience include casual games, role-playing games, and puzzle games.

Pricing Trends in Japan Mobile Game Market:

The pricing trends in the Japan Mobile Game Market vary across different segments. While some games are offered for free, others can be quite expensive, with some premium titles priced at over USD 50. In recent years, the market has seen an increase in the popularity of in-app purchases and subscription-based models. Freemium games, which are free to download but offer in-app purchases, have also become increasingly popular.

Conclusion:

The Japan Mobile Game Market is a significant player in the global gaming industry, and it is expected to continue to grow in the coming years. The market is highly competitive, with several key players dominating the industry. Major trends such as the use of AR and VR technology and the impact of the COVID-19 pandemic are driving growth in the market. Furthermore, the market presents both opportunities and threats for companies operating in the space, with the potential to expand into international markets, but also facing competition from other forms of entertainment and piracy. Regulatory and legal issues, such as Japan's gambling laws, can also present challenges for companies. The target demographics of the market are diverse, with a significant proportion of players in the 20-30 age group, but also expanding to older demographics. Preferences for casual, role-playing, and puzzle games are common among players. Pricing trends in the market vary across different segments, with freemium games and in-app purchases becoming increasingly popular. Overall, the Japan Mobile Game Market is an important player in the global gaming industry, and its growth is expected to continue in the future.

SUMMARY
VishalSawant
Vishal Sawant
Business Development
vishal@brandessenceresearch.com
+91 8830 254 358
Segmentation
Segments

By genre

  • Role-playing games (RPGs)
  • Action games
  • Sports games
  • Puzzle games
  • Simulation games
  • Strategy games

By device

  • Smartphone games
  • Tablet games
  • Handheld console games

By monetization model

  • Free-to-play games with in-app purchases (IAPs)
  • Paid games
  • Subscription-based games

By target audience

  • Casual gamers
  • Hardcore gamers
  • Female gamers
  • Children and family gamers

By distribution channel

  • App stores (e.g. Apple App Store, Google Play Store)
  • Third-party platforms (e.g. LINE, Gree)
  • Social media platforms (e.g. Facebook, Twitter)
Country
Regions and Country

North America

  • U.S.
  • Canada

Europe

  • Germany
  • France
  • U.K.
  • Italy
  • Spain
  • Sweden
  • Netherlands
  • Turkey
  • Switzerland
  • Belgium
  • Rest of Europe

Asia-Pacific

  • South Korea
  • Japan
  • China
  • India
  • Australia
  • Philippines
  • Singapore
  • Malaysia
  • Thailand
  • Indonesia
  • Rest of APAC

Latin America

  • Mexico
  • Colombia
  • Brazil
  • Argentina
  • Peru
  • Rest of South America

Middle East and Africa

  • Saudi Arabia
  • UAE
  • Egypt
  • South Africa
  • Rest of MEA
Company
Key Players
  • Nintendo Co. Ltd.
  • Sony Interactive Entertainment Inc.
  • LINE Corporation
  • DeNA Co. Ltd.
  • GungHo Online Entertainment Inc.
  • Cygames, Inc.
  • Colopl, Inc
  • Bandai Namco Entertainment Inc.

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