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Link to original content: http://fr.statista.com/outlook/amo/media/games/physically-sold-video-games/japan
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Physically Sold Video Games - Japan

Japan
  • In Japan, revenue in the Physically Sold Video Games market market is projected to reach US$1.41bn in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 0.53%, leading to a projected market volume of US$1.44bn by 2029.
  • Within the Physically Sold Video Games market market in Japan, the number of users is anticipated to amount to 35.0m users by 2029.
  • User penetration in this market is projected to be at 29.8% in 2024.
  • The average revenue per user (ARPU) in Japan is expected to total US$38.50.
  • In a global context, the majority of revenue will be generated the United States, with figures reaching US$3.33bn in 2024.
  • In Japan, the resurgence of nostalgia for classic titles is driving renewed interest in physically sold video games, reflecting cultural appreciation for gaming heritage.

Definition:

The market for physically sold video games involves the distribution and sale of video game titles in physical format, such as discs or cartridges. These games are typically purchased from retail stores or online platforms and played on various gaming consoles or computers.

Additional Information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through purchases. Key players in the market are companies, such as Electronic Arts (EA), Activision Blizzard, and Ubisoft.

In-Scope

  • Video games purchased in retail stores such as Game Stop, Walmart, and Target
  • Games purchased online as solid storage media, such as on Amazon

Out-Of-Scope

  • Games purchased via the internet such as Steam, Origin, and Blizzard’s Battle.net for PCs and the Xbox Games Store, PlayStation Store, and Nintendo eShop for consoles
Games: market data & analysis - Cover

Market Insights report

Games: market data & analysis

Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Notes: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.

    Most recent update: Aug 2024

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Users

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Key Players

    Most recent update: Mar 2024

    Source: Statista Company Insights

    Global Comparison

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Methodology

    Data coverage:

    The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. 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.

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    Games: market data & analysis - BackgroundGames: market data & analysis - Cover

    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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