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Japan gaming industry reports and market data

190 documents·49 writers·1,760 charts and tables

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Cover of Mobile App Trends 2026: Japan Edition
Report41 pages

Mobile App Trends 2026: Japan Edition

The Japanese mobile application market maintains a robust, iOS-dominant trajectory, characterized by a 4% year-over-year increase in total installs during the first half of 2026.

  • The Japanese mobile market saw a 4% year-over-year increase in total installs during the first half of 2026, maintaining a robust, iOS-dominant trajectory.
  • Stock trading applications surged by 90% in installs, driven by younger investors and the influence of tax-advantaged programs like NISA.
  • Gaming engagement has intensified significantly, evidenced by a 113% increase in card game sessions and improved user retention rates.
Adjust
Cover of East vs. West: Monetization Trends
Report5 pages

East vs. West: Monetization Trends

Mobile gaming monetization strategies reveal distinct behavioral patterns between Eastern and Western markets, driven by differing consumer motivations and spending habits.

  • Eastern mobile gamers demonstrate a significantly higher propensity for large transactions, with 76% of purchases exceeding $10 compared to only 42% in Western markets.
  • Western mobile gamers are more likely to make small-scale purchases, with 8% of spenders in the West opting for transactions under $5, contrasted with 30% in the East.
  • Monetization strategies in the West should prioritize value-based bundles, as these resonate more effectively with the purchasing preferences of Western players.
Mistplay
Cover of CESA Game Industry Report 2025: Launch Seminar Report
Report6 pages

CESA Game Industry Report 2025: Launch Seminar Report

The CESA Game Industry Report 2025 Launch Seminar, held in Tokyo on February 20, 2026, served as a platform to analyze the evolving landscape of the Japanese gaming sector.

  • The Japanese government has set a strategic target to reach 20 trillion yen in overseas content industry sales by 2033.
  • Approximately 50% of domestic game companies have integrated generative AI into their internal development pipelines.
  • Industry adoption of generative AI remains bifurcated, with high usage in production workflows but a cautious, risk-averse approach toward AI-generated content delivered to end-users.
CESA – Computer Entertainment Supplier's Association
Cover of Game no Yakusoku Communication Book
Report2 pages

Game no Yakusoku Communication Book

The evolution of gaming from localized, offline experiences to global, interconnected online environments necessitates a modern approach to parental guidance and family communication.

  • Modern gaming requires a shift from rigid, top-down restrictions to a collaborative rule-setting process that evolves alongside a child’s developmental maturity.
  • The transition from localized, offline play to global, interconnected online environments has increased the complexity of social dynamics and safety risks for children.
  • Effective family gaming agreements must be flexible enough to account for the realities of real-time online events and social gaming commitments.
CESA – Computer Entertainment Supplier's Association
Cover of 2024 Integrated Report: Value Creation Story
Report105 pages

2024 Integrated Report: Value Creation Story

DeNA is currently executing a strategic pivot toward a diversified business model to mitigate the volatility inherent in the gaming industry.

  • DeNA aims for a non-GAAP operating profit of 15.0 billion yen by FY2026, with additional goals of 5.0 billion yen for Healthcare & Medical and 3.0 billion yen for Sports & the Community over the next three years.
  • DeNA has significantly shifted its business portfolio since FY2021, reducing reliance on the volatile Game Business and growing Live Streaming to over 40.0 billion yen (more than 30% of total revenue) and Sports to 20% of total revenue.
  • The Live Streaming Business, driven by Pococha (5.77 million downloads as of March 31, 2024) and IRIAM, has grown to over 40.0 billion yen in revenue, with a segment profit of 5.2 billion yen in FY2023.
DeNA Co.
Cover of Financial Highlights: 1st Half of FY2016
Report2 pages

Financial Highlights: 1st Half of FY2016

Financial highlights for the first half of FY2016 show a 9.3% increase in net sales to ¥38,332 million compared with the same period in FY2015, driven primarily by a 10.9% rise in entertainment segment sales to ¥34,713 million.

  • Net sales for the first half of FY2016 rose 9.3% year-over-year to ¥38,332 million, driven by a 10.9% increase in entertainment segment sales to ¥34,713 million.
  • Operating income grew 11.0% to ¥11,069 million, supported by strong entertainment segment performance despite declines in the pachislot and pachinko business.
  • Net income for the full year reached ¥11,000 million, representing a 1.3% increase despite a 6.8% decline recorded during the first half.
Koei Tecmo
Cover of Financial Highlights: Q1 FY2018
Report2 pages

Financial Highlights: Q1 FY2018

Financial highlights for the first quarter of fiscal year 2018 demonstrate robust growth across KOEI TECMO HOLDINGS’ core entertainment segment, with net sales rising 24.4% year-over-year to ¥38.9 billion, driven by a 27.9% increase in entertainment revenue to ¥35.4 billion.

  • KOEI TECMO HOLDINGS reported a 24.4% year-over-year increase in net sales to ¥38.9 billion for Q1 FY2018, driven primarily by a 27.9% rise in entertainment segment revenue to ¥35.4 billion.
  • Operating income surged 133.0% to ¥11.7 billion, fueled by a 162.2% jump in entertainment operating profit to ¥10.9 billion.
  • Net income grew 7.2% to ¥13.0 billion, despite an 8.5% decline in income before taxes and minority interests.
Koei Tecmo
Cover of FY2018 2Q Result Presentation
Report5 pages

FY2018 2Q Result Presentation

GREE, Inc. reported FY2018 second-quarter results on February 2, 2018, with net sales of ¥19.5 billion and operating income of ¥2.3 billion, exceeding targets for both metrics. EBITDA reached ¥2.7 billion.

  • GREE reported FY2018 Q2 net sales of ¥19.5 billion and operating income of ¥2.3 billion, both exceeding internal targets.
  • The company is pivoting toward console gaming, with 'The Fishing Star' confirmed for Nintendo Switch and a global release currently in development.
  • While year-on-year growth was positive, quarterly sales moderated by approximately 10 percentage points due to reduced advertising spend and lower commission fees.
GREE
Cover of Integrated Report 2023
Report55 pages

Integrated Report 2023

Bandai Namco Holdings’ 2023 Integrated Report details the company’s "IP Axis Strategy," a comprehensive framework designed to maximize the long-term value of over 400 intellectual properties.

  • Bandai Namco Group's financial strategy aims to secure one year of labor costs (¥80.0 billion to ¥90.0 billion) and one to one-and-a-half months of working capital (approximately ¥100.0 billion) for stable operations.
  • The company plans ¥40.0 billion in strategic investment to advance its IP axis strategy.
  • Bandai Namco is standardizing information security across Group companies, with a test opening planned for October 2023, and is enhancing IT literacy through e-learning.
Bandai Namco
Cover of Interview with Game Expert at Line Studio: Japan Market Insights
Report21 pages

Interview with Game Expert at Line Studio: Japan Market Insights

The Japanese gaming market is currently undergoing a significant transition, favoring short-session, casual experiences over traditional, high-intensity titles.

  • Japanese mobile gaming is shifting toward lighter genres, with puzzle, strategy, and simulation titles now accounting for approximately 30% of all downloads.
  • Cross-platform functionality is a critical market requirement, as 39% of Japanese gamers now actively play across two or more platforms, including mobile, console, and PC.
  • Korean 'sub-culture' titles like Blue Archive, Goddess of Victory: NIKKE, and Lineage W have successfully penetrated the market by combining moe-style character designs with high-polish visuals and short-session playability.
KOCCA – Korea Creative Content Agency

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