The global game-content market reached approximately ¥30 trillion in 2024, nearly doubling from the ¥20 trillion recorded in 2020.
See it on page 2Mobile gaming remains the dominant global platform, accounting for approximately 60% of total revenue, while console and PC sectors each hold roughly 20% shares.
See it on page 2Japanese game exports generate approximately ¥2.82 trillion, representing about 60% of the country's total ¥4.7 trillion content industry exports.
See it on page 2The Japanese game industry's export value is now on par with major industrial sectors such as semiconductors and steel.
See it on page 2The domestic game industry employs approximately 200,000 workers, including those in peripheral sectors.
See it on page 2The average annual salary for employees in the Japanese game industry is ¥7.08 million, which is significantly higher than the national average.
See it on page 2Primary drivers for recent market growth include the post-2022 yen depreciation, the continued expansion of mobile gaming, and the steady rise of PC gaming via platforms like Steam.
See it on page 2**CESA Game Industry Report 2024 – Executive Summary (English)**
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### 1. Publication Details | Item | Information | |------|--------------| | **Title** | CESA ゲーム産業レポート 2024 (CESA Game Industry Report 2024) | | **Publisher** | 一般社団法人コンピュータエンターテインメント協会 (Computer Entertainment Supplier’s Association, CESA) | | **Release date** | 20 December 2024 (Friday) | | **Price** | ¥55,000 (incl. tax) – both printed book and PDF/CD‑ROM versions | | **Format** | A4, 360 pages | | **ISBN / Catalog** | CESAJ‑LV‑ (internal code) | | **Production partner** | 株式会社角川アスキー総合研究所 (Kadokawa ASCII Research Institute) | | **Official page** | <https://f-ism.net/report/cesa2024.html> | | **Contact** | [email protected] |
> **Citation note** – When quoting any data from the report, cite it as “CESA ゲーム産業レポート 2024”.
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### 2. Report Structure
| Chapter | Focus | |---------|-------| | **Chapter 1 – Front‑matter (Topics, Interviews, Contributions)** | Interviews with industry veterans (久夛良木健, 岡村秀樹) reflecting on 30 years of PlayStation & Sega Saturn; other key‑person case studies. | | **Chapter 2 – Market & Industry Trends (Domestic & Global)** | Macro‑level market size, platform breakdown, development costs, employment, cross‑media context. | | **Chapter 3 – User Trends** | Player demographics, platform usage, esports, multi‑platform activity. | | **Chapter 4 – CESA Activities & Member Initiatives** | Overview of CESA‑hosted events (Tokyo Game Show, CEDEC) and member‑company projects. |
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### 3. Key Findings
#### 3.1 Global Game‑Content Market * **Size (2020‑2024)** – Approximately **¥30 trillion** in 2024, nearly **double** the 2020 level (¥20 trillion). * **Growth drivers** – Strong yen‑depreciation effect post‑2022, continued expansion of mobile gaming, and rising PC‑gaming share (thanks to Steam). * **Platform share (2024)** – * **Mobile**: dominant share (≈ 60 % of global revenue). * **Console**: ~ 20 % of revenue. * **PC**: ~ 20 % (growing steadily).
#### 3.2 Japan’s Content Industry & Game Share * **Total overseas export of Japanese content**: **¥4.7 trillion** (on par with semiconductor & steel sectors). * **Games’ contribution**: **≈ 60 %** of that export value → games are the primary driver of foreign‑exchange earnings within the broader content sector.
#### 3.3 Domestic Game‑Industry Employment & Compensation * **Total industry employment**: **≈ 200,000** workers (including peripheral sectors). * **Average annual salary**: **¥7.08 million** – markedly higher than the average across