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CESA – Computer Entertainment Supplier's Association
Combined shipments for hardware and software totaled 909.1 billion yen in 2004. Software shipments were 468.4 billion yen, and hardware shipments were 440.7 billion yen.
Key Figure. The total domestic market size for hardware and software in Japan reached 436.1 billion yen.
The 2005 CESA Games White Paper and the accompanying CESA Network Game & Mobile Phone Game Content User Survey Report provide a comprehensive overview of the Japanese computer entertainment industry as of mid-2005. The primary purpose of these publications is to document market performance, consumer behavior, and industry trends, serving as a formal annual report for stakeholders and the public.
Key industry data for 2004 highlights a total domestic hardware and software shipment value of 909.1 billion yen, with software accounting for 468.4 billion yen and hardware for 440.7 billion yen. The domestic market size for paid network games was valued at 16.5 billion yen. Additionally, the report notes that 874 titles underwent rating reviews by the Computer Entertainment Rating Organization (CERO) in 2004, with the majority (58.6%) classified as suitable for all ages. Market performance was bolstered by high-profile releases, led by Dragon Quest VIII, which achieved 3.6 million units in shipments.
The user survey, conducted in May 2005 with a sample size of 6,304 Japanese residents aged 13 and older, focuses on network and mobile gaming habits. Findings indicate that peak usage for paid and free network games occurs during late evening hours. Regarding mobile gaming, the majority of users (59.1%) prefer non-connected, device-contained content, while 41.7% utilize games that connect to a network only as needed.
These publications cover the Japanese market with international context provided through data from the United States, Europe, South Korea, and Taiwan. By integrating manufacturer shipment data, consumer surveys, and regulatory statistics, the reports offer a multi-faceted analysis of the industry’s evolution during a period of significant growth in network-based entertainment.
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