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日本のクラウドゲーム市場レポート:デバイスタイプ、ジャンル、技術、ゲーマー、地域別、2025年~2033年

Japan Cloud Gaming Market Report by Device Type, Genre, Technology, Gamers, and Region 2025-2033


出版日
発行
IMARC
ページ情報
英文 119 Pages
納期
5~7営業日
カスタマイズ可能
価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=147.05円
日本のクラウドゲーム市場レポート:デバイスタイプ、ジャンル、技術、ゲーマー、地域別、2025年~2033年
出版日: 2025年05月01日
発行: IMARC
ページ情報: 英文 119 Pages
納期: 5~7営業日
GIIご利用のメリット
  • 全表示
  • 概要
  • 目次
概要

日本のクラウドゲームの市場規模は2024年に1億6,000万米ドルに達しました。今後、IMARC Groupは、市場は2033年までに14億7,500万米ドルに達し、2025~2033年の成長率(CAGR)は28%に達すると予測しています。ビデオコーデックの改善や遅延の低減など、ストリーミング技術の進歩が進み、クラウドゲーミングの応答性が向上し、楽しめるようになったことが、主に市場を牽引しています。

本レポートで扱う主な質問

  • 日本のクラウドゲーム市場のこれまでの実績と今後の見通しは?
  • COVID-19が日本のクラウドゲーム市場に与えた影響は?
  • 日本のクラウドゲーム市場のデバイスタイプ別区分は?
  • 日本のクラウドゲーム市場のジャンル別区分は?
  • 日本のクラウドゲーム市場の技術別区分は?
  • 日本のクラウドゲーム市場のゲーマー別区分は?
  • 日本のクラウドゲーム市場のバリューチェーンにおける様々なステージとは?
  • 日本のクラウドゲームの主な促進要因と課題は?
  • 日本のクラウドゲーム市場の構造と主要プレーヤーは?
  • 日本のクラウドゲーム市場における競合の程度は?

目次

第1章 序文

第2章 調査範囲と調査手法

  • 調査の目的
  • ステークホルダー
  • データソース
  • 市場推定
  • 調査手法

第3章 エグゼクティブサマリー

第4章 日本のクラウドゲーム市場:イントロダクション

  • 概要
  • 市場力学
  • 業界動向
  • 競合情報

第5章 日本のクラウドゲーム市場情勢

  • 過去および現在の市場動向(2019~2024年)
  • 市場予測(2025~2033年)

第6章 日本のクラウドゲーム市場:デバイスタイプ別内訳

  • スマートフォン
  • スマートテレビ
  • コンソール
  • タブレット
  • PC

第7章 日本のクラウドゲーム市場:ジャンル別内訳

  • アドベンチャー/ロールプレイングゲーム
  • パズル
  • ソーシャルゲーム
  • ストラテジー
  • シミュレーション
  • その他

第8章 日本のクラウドゲーム市場:技術別内訳

  • ビデオストリーミング
  • ファイルストリーミング

第9章 日本のクラウドゲーム市場:ゲーマー別内訳

  • ハードコアゲーマー
  • カジュアルゲーマー

第10章 日本のクラウドゲーム市場:競合情勢

  • 概要
  • 市場構造
  • 市場企業のポジショニング
  • 主要成功戦略
  • 競合ダッシュボード
  • 企業評価象限

第11章 主要企業のプロファイル

第12章 日本のクラウドゲーム市場:業界分析

  • 促進要因、抑制要因、機会
  • ポーターのファイブフォース分析
  • バリューチェーン分析

第13章 付録

目次
Product Code: SR112025A15523

Japan cloud gaming market size reached USD 160.0 Million in 2024. Looking forward, IMARC Group expects the market to reach USD 1,475.0 Million by 2033, exhibiting a growth rate (CAGR) of 28% during 2025-2033. The increasing advancements in streaming technology, such as improved video codecs and reduced latency, which have made cloud gaming more responsive and enjoyable, are primarily driving the market.

Cloud gaming, also called game streaming or cloud gaming services, is a revolutionary approach to playing video games. Instead of running games on local hardware, like a gaming console or a high-end PC, cloud gaming leverages powerful remote servers in data centers to process and render game graphics. Players access and control these games over the internet using a variety of devices, like smartphones, tablets, smart TVs, or low-end computers, eliminating the need for expensive gaming hardware. Cloud gaming offers several advantages, such as instant access to a vast library of games without lengthy downloads or installations. It also allows players to seamlessly switch between devices, pick up where they left off, and enjoy high-quality graphics and gameplay, even on less powerful devices. However, its success depends on low-latency internet connections to ensure responsive gameplay, and the availability of specific games may vary based on the cloud gaming platform.

Japan Cloud Gaming Market Trends:

The cloud gaming market in Japan is witnessing robust growth, primarily driven by several key factors. Firstly, the proliferation of high-speed internet connectivity has played a pivotal role in expanding this sector. With the widespread availability of reliable broadband, gamers can now access and enjoy their favorite titles instantly, eliminating the need for high-end gaming hardware. Moreover, the ever-increasing demand for convenience and mobility in gaming has fueled the market further. Cloud gaming permits users to play games on multiple devices, like tablets, smartphones, and smart TVs, making gaming accessible anytime, anywhere. This seamless cross-platform compatibility has attracted a broader audience and boosted the market growth. Furthermore, the cost-efficiency of cloud gaming is acting as another significant growth-inducing factor. Gamers are no longer required to invest in expensive gaming consoles or PCs, as they can access a vast library of games through subscription-based services. This affordability factor has democratized gaming, drawing in a more diverse and extensive user base. In addition to these factors, the emerging trend of esports and competitive gaming is expected to drive the cloud gaming market in Japan during the forecast period.

Japan Cloud Gaming Market Segmentation:

Device Type Insights:

  • Smartphones
  • Smart TVs
  • Consoles
  • Tablets
  • PCs

Genre Insights:

  • Adventure/Role Playing Games
  • Puzzles
  • Social Games
  • Strategy
  • Simulation
  • Others

Technology Insights:

  • Video Streaming
  • File Streaming

Gamers Insights:

  • Hardcore Gamers
  • Casual Gamers

Competitive Landscape:

The market research report has also provided a comprehensive analysis of the competitive landscape. Competitive analysis such as market structure, key player positioning, top winning strategies, competitive dashboard, and company evaluation quadrant has been covered in the report. Also, detailed profiles of all major companies have been provided. Some of the key players include:

  • Amazon Web Services Inc.
  • International Business Machines Corporation
  • Microsoft Corporation
  • Nvidia Corporation
  • Sony Interactive Entertainment LLC (Sony Corporation)
  • Ubitus K.K.

Key Questions Answered in This Report:

  • How has the Japan cloud gaming market performed so far and how will it perform in the coming years?
  • What has been the impact of COVID-19 on the Japan cloud gaming market?
  • What is the breakup of the Japan cloud gaming market on the basis of device type?
  • What is the breakup of the Japan cloud gaming market on the basis of genre?
  • What is the breakup of the Japan cloud gaming market on the basis of technology?
  • What is the breakup of the Japan cloud gaming market on the basis of gamers?
  • What are the various stages in the value chain of the Japan cloud gaming market?
  • What are the key driving factors and challenges in the Japan cloud gaming?
  • What is the structure of the Japan cloud gaming market and who are the key players?
  • What is the degree of competition in the Japan cloud gaming market?

Table of Contents

1 Preface

2 Scope and Methodology

  • 2.1 Objectives of the Study
  • 2.2 Stakeholders
  • 2.3 Data Sources
    • 2.3.1 Primary Sources
    • 2.3.2 Secondary Sources
  • 2.4 Market Estimation
    • 2.4.1 Bottom-Up Approach
    • 2.4.2 Top-Down Approach
  • 2.5 Forecasting Methodology

3 Executive Summary

4 Japan Cloud Gaming Market - Introduction

  • 4.1 Overview
  • 4.2 Market Dynamics
  • 4.3 Industry Trends
  • 4.4 Competitive Intelligence

5 Japan Cloud Gaming Market Landscape

  • 5.1 Historical and Current Market Trends (2019-2024)
  • 5.2 Market Forecast (2025-2033)

6 Japan Cloud Gaming Market - Breakup by Device Type

  • 6.1 Smartphones
    • 6.1.1 Overview
    • 6.1.2 Historical and Current Market Trends (2019-2024)
    • 6.1.3 Market Forecast (2025-2033)
  • 6.2 Smart TVs
    • 6.2.1 Overview
    • 6.2.2 Historical and Current Market Trends (2019-2024)
    • 6.2.3 Market Forecast (2025-2033)
  • 6.3 Consoles
    • 6.3.1 Overview
    • 6.3.2 Historical and Current Market Trends (2019-2024)
    • 6.3.3 Market Forecast (2025-2033)
  • 6.4 Tablets
    • 6.4.1 Overview
    • 6.4.2 Historical and Current Market Trends (2019-2024)
    • 6.4.3 Market Forecast (2025-2033)
  • 6.5 PCs
    • 6.5.1 Overview
    • 6.5.2 Historical and Current Market Trends (2019-2024)
    • 6.5.3 Market Forecast (2025-2033)

7 Japan Cloud Gaming Market - Breakup by Genre

  • 7.1 Adventure/Role Playing Games
    • 7.1.1 Overview
    • 7.1.2 Historical and Current Market Trends (2019-2024)
    • 7.1.3 Market Forecast (2025-2033)
  • 7.2 Puzzles
    • 7.2.1 Overview
    • 7.2.2 Historical and Current Market Trends (2019-2024)
    • 7.2.3 Market Forecast (2025-2033)
  • 7.3 Social Games
    • 7.3.1 Overview
    • 7.3.2 Historical and Current Market Trends (2019-2024)
    • 7.3.3 Market Forecast (2025-2033)
  • 7.4 Strategy
    • 7.4.1 Overview
    • 7.4.2 Historical and Current Market Trends (2019-2024)
    • 7.4.3 Market Forecast (2025-2033)
  • 7.5 Simulation
    • 7.5.1 Overview
    • 7.5.2 Historical and Current Market Trends (2019-2024)
    • 7.5.3 Market Forecast (2025-2033)
  • 7.6 Others
    • 7.6.1 Historical and Current Market Trends (2019-2024)
    • 7.6.2 Market Forecast (2025-2033)

8 Japan Cloud Gaming Market - Breakup by Technology

  • 8.1 Video Streaming
    • 8.1.1 Overview
    • 8.1.2 Historical and Current Market Trends (2019-2024)
    • 8.1.3 Market Forecast (2025-2033)
  • 8.2 File Streaming
    • 8.2.1 Overview
    • 8.2.2 Historical and Current Market Trends (2019-2024)
    • 8.2.3 Market Forecast (2025-2033)

9 Japan Cloud Gaming Market - Breakup by Gamers

  • 9.1 Hardcore Gamers
    • 9.1.1 Overview
    • 9.1.2 Historical and Current Market Trends (2019-2024)
    • 9.1.3 Market Forecast (2025-2033)
  • 9.2 Casual Gamers
    • 9.2.1 Overview
    • 9.2.2 Historical and Current Market Trends (2019-2024)
    • 9.2.3 Market Forecast (2025-2033)

10 Japan Cloud Gaming Market - Competitive Landscape

  • 10.1 Overview
  • 10.2 Market Structure
  • 10.3 Market Player Positioning
  • 10.4 Top Winning Strategies
  • 10.5 Competitive Dashboard
  • 10.6 Company Evaluation Quadrant

11 Profiles of Key Players

  • 11.1 Amazon Web Services Inc.
    • 11.1.1 Business Overview
    • 11.1.2 Services Offered
    • 11.1.3 Business Strategies
    • 11.1.4 SWOT Analysis
    • 11.1.5 Major News and Events
  • 11.2 International Business Machines Corporation
    • 11.2.1 Business Overview
    • 11.2.2 Services Offered
    • 11.2.3 Business Strategies
    • 11.2.4 SWOT Analysis
    • 11.2.5 Major News and Events
  • 11.3 Microsoft Corporation
    • 11.3.1 Business Overview
    • 11.3.2 Services Offered
    • 11.3.3 Business Strategies
    • 11.3.4 SWOT Analysis
    • 11.3.5 Major News and Events
  • 11.4 Nvidia Corporation
    • 11.4.1 Business Overview
    • 11.4.2 Services Offered
    • 11.4.3 Business Strategies
    • 11.4.4 SWOT Analysis
    • 11.4.5 Major News and Events
  • 11.5 Sony Interactive Entertainment LLC (Sony Corporation)
    • 11.5.1 Business Overview
    • 11.5.2 Services Offered
    • 11.5.3 Business Strategies
    • 11.5.4 SWOT Analysis
    • 11.5.5 Major News and Events
  • 11.6 Ubitus K.K.
    • 11.6.1 Business Overview
    • 11.6.2 Services Offered
    • 11.6.3 Business Strategies
    • 11.6.4 SWOT Analysis
    • 11.6.5 Major News and Events

12 Japan Cloud Gaming Market - Industry Analysis

  • 12.1 Drivers, Restraints and Opportunities
    • 12.1.1 Overview
    • 12.1.2 Drivers
    • 12.1.3 Restraints
    • 12.1.4 Opportunities
  • 12.2 Porters Five Forces Analysis
    • 12.2.1 Overview
    • 12.2.2 Bargaining Power of Buyers
    • 12.2.3 Bargaining Power of Suppliers
    • 12.2.4 Degree of Competition
    • 12.2.5 Threat of New Entrants
    • 12.2.6 Threat of Substitutes
  • 12.3 Value Chain Analysis

13 Appendix