Report cover image

Japan Gaming Market Overview, 2030

Published Jun 30, 2025
Length 79 Pages
SKU # BORM20159548

Description

The Japanese gaming industry has changed dramatically, going from its roots in arcade games to dominating console gaming. Japanese cities had arcades as a cultural mainstay throughout the 1980s and 1990s, giving access to cutting-edge games far in advance of the widespread availability of home entertainment systems. Eventually, this resulted in the hegemony of the market for home consoles, which was dominated by famous Japanese firms like Sega, Sony, and Nintendo. Japan established itself as a leader in the industry by establishing game franchises like Final Fantasy, The Legend of Zelda, Street Fighter, and Metal Gear Solid, which helped the country influence worldwide gaming trends. These franchises established genres and had a global impact on narrative, aesthetic design, and gameplay mechanics. The widespread presence of manga and anime has had a similarly significant impact on the Japanese gaming industry. Frequently, game developers work together with well-known manga authors to either create crossover games or turn well-liked anime into games. Games with titles like Dragon Ball Z, Naruto, and One Piece regularly do well in both the domestic and foreign markets, attracting fans from both media. The gacha model, in which players spend money in exchange for random prizes that are sometimes linked to collecting characters or things, has dominated Japan's mobile gaming sector in recent years. Using this monetization technique, games like Fate/Grand Order, Puzzle & Dragons, and Monster Strike have brought in billions of dollars in revenue. Nevertheless, despite Japan's historical dominance in console gaming, the popularity of home consoles has been steadily declining, particularly among younger generations, who value the ease and social interaction of mobile games.

According to the research report, ""Japan Gaming Market Overview, 2030,"" published by Bonafide Research, the Japan Gaming market was valued at more than USD 23.44 Billion in 2025. There has been a significant resurgence of retro game revivals in Japan's gaming market in recent years, which has attracted both older gamers and younger gamers who are experiencing these classics for the first time. Businesses like Nintendo, Sega, and Square Enix have embraced this trend by releasing remastered versions of popular games or providing collections via online services. In Japan's gaming industry, the comeback of pixel-art aesthetics and old gameplay mechanics has resulted in a thriving nostalgia-driven subculture. The popularity of the Nintendo Switch ecosystem is a major factor in Japan's current gaming success. Its hybrid console concept matches well with Japanese way of life since it's portable enough for the commute but still delivers home console quality. The Switch has established itself as a cultural sensation and a household item in Japan thanks to games such as Animal Crossing: New Horizons, Splatoon, and The Legend of Zelda: Breath of the Wild. At the same time, mobile games based on anime have proliferated, combining the nation's strong passion for animation with interactive amusement. Bleach: Brave Souls, Honkai: Star Rail, and Uma Musume Pretty Derby are examples of titles that use current anime fan groups to establish huge, devoted player bases. The interplay between games and anime/manga IPs drives cross-promotion, with games serving as inspiration for anime spin-offs or manga adaptations and new anime series promoting game tie-ins. Japan's increasing interest in esports, especially among young gamers, adds to this exciting scene. Despite Japan's historical disadvantage in esports relative to other Asian markets, there are now competitive scenes emerging for games like Street Fighter 6, Valorant, and Splatoon 3, all of which are aided by expanding media coverage and formal tournaments.

The prevalence of smartphones in daily life, together with lengthy commute times in metropolitan areas, has made mobile gaming the preferred platform for many Japanese players. Utilizing anime-inspired graphics, gacha mechanics, and ongoing updates to keep players engaged, mobile games like Fate/Grand Order, Monster Strike, and Puzzle & Dragons have enjoyed tremendous popularity. Due to its availability and convenience, mobile gaming is a common form of entertainment for a large population. Console gaming maintains a unique position in Japan's gaming culture despite the dominance of mobile, mostly as a result of domestic hits like the Nintendo Switch and PlayStation 5. The hybrid model of Nintendo is a perfect fit for Japanese lifestyles, providing both portability and classic console experiences in a single device. The PlayStation by Sony is still generating demand for games with richer graphics and more narrative content, both in the United States and abroad. Japan's contribution to the worldwide console gaming industry is best represented by franchises like Final Fantasy, Monster Hunter, and Persona. In Japan, PC gaming has historically been less well-liked than in Western or other Asian markets. But this is gradually shifting, notably as a result of the popularity of esports games such as League of Legends, Apex Legends, and Valorant. As streaming culture and esports awareness expand, younger generations are choosing PCs for their versatility and competitive gaming advantage. In Japan, the market for cloud gaming and game streaming services is still developing. Despite high expectations for game performance and a robust installed console ecosystem, streaming services like PlayStation Plus and Xbox Cloud Gaming are slowly gaining popularity. In any case, cloud gaming is expected to complement, rather than supplant, Japan's current gaming platforms in the near future as internet infrastructure develops, particularly with the rollout of 5G.

The Japanese gaming industry has a wide variety of revenue models, with Free-to-Play F2P with In-App Purchases IAP taking the lead, particularly in the mobile gaming market. Gacha systems, in which players use real money to purchase random in-game items or characters, are a major component of well-known mobile games such as Fate/Grand Order, Monster Strike, and Uma Musume Pretty Derby. Combining gaming with chance and collecting features that appeal to Japanese gamers' longstanding appreciation for collectible culture, this model makes use of this affinity. With its gacha-based IAP structure, mobile games frequently rank among the highest-grossing in the world, generating significant revenue. In Japan's console industry, particularly for well-known franchises from companies like Nintendo and Sony, Pay-to-Play Full Game Purchase continues to be popular. Some of the biggest console games, such as The Legend of Zelda: Tears of the Kingdom and Final Fantasy XVI, have high prices and frequently sell millions of copies in the United States. Despite the rising worldwide trend towards free-to-play, Japanese console players continue to value the one-time purchase model for extensive, single-player games. Japan's mainstream gaming scene, particularly among core gamers, sees fewer advertisements for supported games. Nevertheless, casual mobile games aimed at a wider audience, such puzzle or simulation games, frequently use advertising as a secondary source of income, particularly for free versions that provide incentives for viewers to click on ads. Models such as those that operate on a subscription basis, are gradually becoming more popular. Reaching out to both nostalgic and contemporary players, services like PlayStation Plus and Nintendo Switch Online offer access to online multiplayer capabilities, retro game libraries, and occasional free monthly titles.

. In Japan, the gaming environment is distinguished by varied participation patterns among various age groups, each of which makes a unique contribution to the industry's development. Young gamers frequently spend most of their time playing mobile games, particularly those with colorful anime-style graphics and gacha gameplay. Games such as Pokémon GO, Puzzle & Dragons, and Genshin Impact are especially well-liked by school-aged children. Mobile platforms are well suited to the habits of young people who engage in brief, regular gaming sessions between classes and extracurricular activities since they are easily accessible. Nonetheless, rising social awareness of gaming addiction and parental restrictions have resulted in greater regulation, particularly in the area of playtime restrictions for children. The demographic between the ages of 19 and 35 is the backbone of Japan's gaming industry and the most profitable cohort. This group includes university students, young professionals, and longtime gamers, many of whom grew up with well-known Japanese franchises. They are engaged on all major platforms, including mobile, console, and PC. This group has a large fan base for games like Final Fantasy, Monster Hunter, and Splatoon. These players frequently engage in fandom culture, follow gaming influencers, and engage in esports groups. They are the top buyers of high-end products, collector's editions, and subscription-based services like Nintendo Switch Online. Gaming is still a nostalgic and enjoyable hobby for the 36 and older demographic. Many adults in this demographic continue to have enduring connections to franchises like Dragon Quest, Mario Kart, and Tetris. Because of its accessibility, older individuals often play mobile games, with simple puzzle and brain-training games being especially popular. By buying classic consoles or signing up for services that provide libraries of older games, some veteran players have embraced the revival of retro gaming.

The changing trends in gender involvement in Japan's gaming industry are reflected in the industry's dynamic expansion, which is fueled by players of both sexes. In the past, particularly during the heyday of home consoles and arcade culture in the 1980s and 1990s, the Japanese gaming market was viewed as being dominated by men. In the past, male gamers have flocked to action-packed series like Monster Hunter, Final Fantasy, Resident Evil, and Yakuza. Role-playing games RPGs, fighting games, and competitive shooters are still popular genres among men. Furthermore, men make up a sizable portion of the player base for esports games like Street Fighter and Splatoon, actively engaging in online communities and competitions. Older male gamers, who grew up with Sega and Famicom systems, are also especially drawn to retro gaming. Nonetheless, a significant and expanding portion of the Japanese gaming industry is now made up of female gamers. The rise of mobile gaming has significantly helped boost female engagement, as mobile devices provide more accessibility and a wide variety of game genres. Among female players, rhythm games like Project Sekai and Love Live! School Idol Festival, life simulation games like Animal Crossing, and otome games romance simulation games aimed at women are especially well-liked. The incorporation of social media and gacha systems has fostered huge, passionate online fan groups for women. The increasing popularity of narrative-driven games and customization options has also motivated women to interact with both popular and specialized games. Japanese game developers are increasingly prioritizing gender-inclusive design, which includes a wider range of characters, plots, and representations. Both men and women are treated equally at events such as themed cafes and fan conventions that are specifically focused on games.

Considered in this report
• Historic Year: 2019
• Base year: 2024
• Estimated year: 2025
• Forecast year: 2030

Aspects covered in this report
• Gaming Market with its value and forecast along with its segments
• Various drivers and challenges
• On-going trends and developments
• Top profiled companies
• Strategic recommendation

By Platform
• Mobile Gaming (Smartphones & Tablets)
• PC Gaming
• Console Gaming
• Cloud Gaming / Game Streaming

By Revenue Model
• Free-to-Play (F2P) with In-App Purchases (IAP)
• Pay-to-Play (Full Game Purchase)
• Ad-Supported Gaming
• Others

By Age Group
• Less than 18
• 19-35
• 36 and above

By Gender
• Male
• Female

Table of Contents

79 Pages
1. Executive Summary
2. Market Structure
2.1. Market Considerate
2.2. Assumptions
2.3. Limitations
2.4. Abbreviations
2.5. Sources
2.6. Definitions
3. Research Methodology
3.1. Secondary Research
3.2. Primary Data Collection
3.3. Market Formation & Validation
3.4. Report Writing, Quality Check & Delivery
4. Japan Geography
4.1. Population Distribution Table
4.2. Japan Macro Economic Indicators
5. Market Dynamics
5.1. Key Insights
5.2. Recent Developments
5.3. Market Drivers & Opportunities
5.4. Market Restraints & Challenges
5.5. Market Trends
5.6. Supply chain Analysis
5.7. Policy & Regulatory Framework
5.8. Industry Experts Views
6. Japan Gaming Market Overview
6.1. Market Size By Value
6.2. Market Size and Forecast, By Platform
6.3. Market Size and Forecast, By Revenue Model
6.4. Market Size and Forecast, By Age Group
6.5. Market Size and Forecast, By Gender
6.6. Market Size and Forecast, By Region
7. Japan Gaming Market Segmentations
7.1. Japan Gaming Market, By Platform
7.1.1. Japan Gaming Market Size, By Mobile Gaming (Smartphones & Tablets), 2019-2030
7.1.2. Japan Gaming Market Size, By PC Gaming, 2019-2030
7.1.3. Japan Gaming Market Size, By Console Gaming, 2019-2030
7.1.4. Japan Gaming Market Size, By Cloud Gaming / Game Streaming, 2019-2030
7.2. Japan Gaming Market, By Revenue Model
7.2.1. Japan Gaming Market Size, By Free-to-Play (F2P) with In-App Purchases (IAP), 2019-2030
7.2.2. Japan Gaming Market Size, By Pay-to-Play (Full Game Purchase), 2019-2030
7.2.3. Japan Gaming Market Size, By Ad-Supported Gaming, 2019-2030
7.2.4. Japan Gaming Market Size, By Others, 2019-2030
7.3. Japan Gaming Market, By Age Group
7.3.1. Japan Gaming Market Size, By Less than 18, 2019-2030
7.3.2. Japan Gaming Market Size, By 19-35, 2019-2030
7.3.3. Japan Gaming Market Size, By 36 and above, 2019-2030
7.4. Japan Gaming Market, By Gender
7.4.1. Japan Gaming Market Size, By Male, 2019-2030
7.4.2. Japan Gaming Market Size, By Female, 2019-2030
7.5. Japan Gaming Market, By Region
7.5.1. Japan Gaming Market Size, By North, 2019-2030
7.5.2. Japan Gaming Market Size, By East, 2019-2030
7.5.3. Japan Gaming Market Size, By West, 2019-2030
7.5.4. Japan Gaming Market Size, By South, 2019-2030
8. Japan Gaming Market Opportunity Assessment
8.1. By Platform, 2025 to 2030
8.2. By Revenue Model, 2025 to 2030
8.3. By Age Group, 2025 to 2030
8.4. By Gender, 2025 to 2030
8.5. By Region, 2025 to 2030
9. Competitive Landscape
9.1. Porter's Five Forces
9.2. Company Profile
9.2.1. Sony Group Corporation
9.2.1.1. Company Snapshot
9.2.1.2. Company Overview
9.2.1.3. Financial Highlights
9.2.1.4. Geographic Insights
9.2.1.5. Business Segment & Performance
9.2.1.6. Product Portfolio
9.2.1.7. Key Executives
9.2.1.8. Strategic Moves & Developments
9.2.2. Nintendo Co., Ltd.
9.2.3. NetEase, Inc.
9.2.4. Sega Sammy Holdings Inc.
9.2.5. Capcom Co., Ltd.
9.2.6. Square Enix Holdings Co., Ltd.
9.2.7. Konami Group Corporation
9.2.8. Koei Tecmo Holdings Co., Ltd.
10. Strategic Recommendations
11. Disclaimer
List of Figure
Figure 1: Japan Gaming Market Size By Value (2019, 2024 & 2030F) (in USD Million)
Figure 2: Market Attractiveness Index, By Platform
Figure 3: Market Attractiveness Index, By Revenue Model
Figure 4: Market Attractiveness Index, By Age Group
Figure 5: Market Attractiveness Index, By Gender
Figure 6: Market Attractiveness Index, By Region
Figure 7: Porter's Five Forces of Japan Gaming Market
List of Table
Table 1: Influencing Factors for Gaming Market, 2024
Table 2: Japan Gaming Market Size and Forecast, By Platform (2019 to 2030F) (In USD Million)
Table 3: Japan Gaming Market Size and Forecast, By Revenue Model (2019 to 2030F) (In USD Million)
Table 4: Japan Gaming Market Size and Forecast, By Age Group (2019 to 2030F) (In USD Million)
Table 5: Japan Gaming Market Size and Forecast, By Gender (2019 to 2030F) (In USD Million)
Table 6: Japan Gaming Market Size and Forecast, By Region (2019 to 2030F) (In USD Million)
Table 7: Japan Gaming Market Size of Mobile Gaming (Smartphones & Tablets) (2019 to 2030) in USD Million
Table 8: Japan Gaming Market Size of PC Gaming (2019 to 2030) in USD Million
Table 9: Japan Gaming Market Size of Console Gaming (2019 to 2030) in USD Million
Table 10: Japan Gaming Market Size of Cloud Gaming / Game Streaming (2019 to 2030) in USD Million
Table 11: Japan Gaming Market Size of Free-to-Play (F2P) with In-App Purchases (IAP) (2019 to 2030) in USD Million
Table 12: Japan Gaming Market Size of Pay-to-Play (Full Game Purchase) (2019 to 2030) in USD Million
Table 13: Japan Gaming Market Size of Ad-Supported Gaming (2019 to 2030) in USD Million
Table 14: Japan Gaming Market Size of Others (2019 to 2030) in USD Million
Table 15: Japan Gaming Market Size of Less than 18 (2019 to 2030) in USD Million
Table 16: Japan Gaming Market Size of 19-35 (2019 to 2030) in USD Million
Table 17: Japan Gaming Market Size of 36 and above (2019 to 2030) in USD Million
Table 18: Japan Gaming Market Size of Male (2019 to 2030) in USD Million
Table 19: Japan Gaming Market Size of Female (2019 to 2030) in USD Million
Table 20: Japan Gaming Market Size of North (2019 to 2030) in USD Million
Table 21: Japan Gaming Market Size of East (2019 to 2030) in USD Million
Table 22: Japan Gaming Market Size of West (2019 to 2030) in USD Million
Table 23: Japan Gaming Market Size of South (2019 to 2030) in USD Million
How Do Licenses Work?
Head shot

Questions or Comments?

Our team has the ability to search within reports to verify it suits your needs. We can also help maximize your budget by finding sections of reports you can purchase.