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日本のゲーミング周辺機器市場レポート:製品タイプ、ゲーミングデバイスタイプ、技術、流通チャネル、地域別、2025年~2033年

Japan Gaming Peripherals Market Report by Product Type, Gaming Device Type (PC, Gaming Consoles), Technology, Distribution Channel, and Region 2025-2033


出版日
発行
IMARC
ページ情報
英文 120 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=144.91円
日本のゲーミング周辺機器市場レポート:製品タイプ、ゲーミングデバイスタイプ、技術、流通チャネル、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 120 Pages
納期: 5~7営業日
GIIご利用のメリット
  • 全表示
  • 概要
  • 図表
  • 目次
概要

日本のゲーミング周辺機器の市場規模は2024年に2億5,900万米ドルに達しました。今後、IMARC Groupは、市場は2033年までに4億7,300万米ドルに達し、2025年から2033年にかけて6.9%の成長率(CAGR)を示すと予測しています。

本レポートで扱う主な質問

  • 日本のゲーミング周辺機器市場はこれまでどのように推移し、今後どのように推移するのか?
  • COVID-19が日本のゲーミング周辺機器市場に与えた影響は?
  • 主要な地域市場とは?
  • 製品タイプ別の市場内訳は?
  • ゲーミングデバイスタイプ別の市場内訳は?
  • 技術別の市場内訳は?
  • 流通チャネル別の市場内訳は?
  • 業界のバリューチェーンにおける様々な段階とは?
  • 業界の主要な促進要因と課題は何か?
  • 日本のゲーミング周辺機器市場の構造と主要プレーヤーは?
  • 業界の競合の程度は?

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 イントロダクション

  • 概要
  • 主要業界動向

第5章 日本のゲーミング周辺機器市場

  • 市場概要
  • 市場実績
  • COVID-19の影響
  • 市場予測

第6章 市場内訳:製品タイプ別

  • ヘッドセット
  • キーボード
  • ジョイスティック
  • マウス
  • ゲームパッド
  • その他

第7章 市場内訳:ゲーミングデバイスタイ別

  • PC(デスクトップ/ラップトップ)
  • ゲーム機

第8章 市場内訳:技術別

  • 有線
  • 無線

第9章 市場内訳:流通チャネル別

  • オンライン
  • オフライン

第10章 SWOT分析

  • 概要
  • 強み
  • 弱み
  • 機会
  • 脅威

第11章 バリューチェーン分析

第12章 ポーターのファイブフォース分析

  • 概要
  • 買い手の交渉力
  • 供給企業の交渉力
  • 競合の程度
  • 新規参入業者の脅威
  • 代替品の脅威

第13章 価格分析

第14章 政策と規制状況

第15章 競合情勢

  • 市場構造
  • 主要企業
  • 主要企業のプロファイル
図表

List of Figures

  • Figure 1: Japan: Gaming Peripherals Market: Major Drivers and Challenges
  • Figure 2: Japan: Gaming Peripherals Market: Sales Value (in Million USD), 2019-2024
  • Figure 3: Japan: Gaming Peripherals Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 4: Japan: Gaming Peripherals Market: Breakup by Product Type (in %), 2024
  • Figure 5: Japan: Gaming Peripherals Market: Breakup by Gaming Device Type (in %), 2024
  • Figure 6: Japan: Gaming Peripherals Market: Breakup by Technology (in %), 2024
  • Figure 7: Japan: Gaming Peripherals Market: Breakup by Distribution Channel (in %), 2024
  • Figure 8: Japan: Gaming Peripherals Market: Breakup by Region (in %), 2024
  • Figure 9: Japan: Gaming Peripherals (Headsets) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 10: Japan: Gaming Peripherals (Headsets) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 11: Japan: Gaming Peripherals (Keyboards) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 12: Japan: Gaming Peripherals (Keyboards) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 13: Japan: Gaming Peripherals (Joysticks) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 14: Japan: Gaming Peripherals (Joysticks) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 15: Japan: Gaming Peripherals (Mice) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 16: Japan: Gaming Peripherals (Mice) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 17: Japan: Gaming Peripherals (Gamepads) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 18: Japan: Gaming Peripherals (Gamepads) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 19: Japan: Gaming Peripherals (Other Product Types) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 20: Japan: Gaming Peripherals (Other Product Types) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 21: Japan: Gaming Peripherals (PC) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 22: Japan: Gaming Peripherals (PC) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 23: Japan: Gaming Peripherals (Gaming Consoles) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 24: Japan: Gaming Peripherals (Gaming Consoles) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 25: Japan: Gaming Peripherals (Wired) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 26: Japan: Gaming Peripherals (Wired) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 27: Japan: Gaming Peripherals (Wireless) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 28: Japan: Gaming Peripherals (Wireless) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 29: Japan: Gaming Peripherals (Online) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 30: Japan: Gaming Peripherals (Online) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 31: Japan: Gaming Peripherals (Offline) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 32: Japan: Gaming Peripherals (Offline) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 33: Japan: Gaming Peripherals Industry: SWOT Analysis
  • Figure 34: Japan: Gaming Peripherals Industry: Value Chain Analysis
  • Figure 35: Japan: Gaming Peripherals Industry: Porter's Five Forces Analysis

List of Tables

  • Table 1: Japan: Gaming Peripherals Market: Key Industry Highlights, 2024 and 2033
  • Table 2: Japan: Gaming Peripherals Market Forecast: Breakup by Product Type (in Million USD), 2025-2033
  • Table 3: Japan: Gaming Peripherals Market Forecast: Breakup by Gaming Device Type (in Million USD), 2025-2033
  • Table 4: Japan: Gaming Peripherals Market Forecast: Breakup by Technology (in Million USD), 2025-2033
  • Table 5: Japan: Gaming Peripherals Market Forecast: Breakup by Distribution Channel (in Million USD), 2025-2033
  • Table 6: Japan: Gaming Peripherals Market: Competitive Structure
  • Table 7: Japan: Gaming Peripherals Market: Key Players
目次
Product Code: SR112025A2676

The Japan gaming peripherals market size reached USD 259 Million in 2024. Looking forward, IMARC Group expects the market to reach USD 473 Million by 2033, exhibiting a growth rate (CAGR) of 6.9% during 2025-2033.

Gaming peripherals are auxiliary devices used to control the actions of games on personal computers (PCs) or laptops. These peripherals include headsets, mechanical keyboards, mice and joysticks, which enhance the overall gaming experience of users. The growing traction of virtual reality (VR) games and the escalating demand for handheld consoles are offering lucrative opportunities to manufacturers in Japan.

Advancements in the gaming industry, in confluence with the increasing number of professional gamers, represents one of the key factors spurring the market growth in Japan. Moreover, the easy availability of consoles with built-in Universal Serial Bus (USB) ports is impelling the market growth. Apart from this, the introduction of PCs that support innovative features, such as high-quality graphics, facial recognition and gesture-based gaming, is positively influencing the sales of gaming peripherals in the country. Furthermore, due to the mass spread of the coronavirus disease (COVID-19), governing agencies are promoting the adoption of social distancing measures, which, in turn, is escalating demand for gaming peripherals among individuals. However, the closure of various manufacturing facilities has delayed the production of gaming peripherals in the country.

Key Market Segmentation:

Breakup by Product Type:

  • Headsets
  • Keyboards
  • Joysticks
  • Mice
  • Gamepads
  • Others

Breakup by Gaming Device Type:

  • PC (Desktop/Laptop)
  • Gaming Consoles

Breakup by Technology:

  • Wired
  • Wireless

Breakup by Distribution Channel:

  • Online
  • Offline

Competitive Landscape:

The competitive landscape of the industry has also been examined along with the profiles of the key players.

Key Questions Answered in This Report:

  • How has the Japan gaming peripherals market performed so far and how will it perform in the coming years?
  • What has been the impact of COVID-19 on the Japan gaming peripherals market?
  • What are the key regional markets?
  • What is the breakup of the market based on the product type?
  • What is the breakup of the market based on the gaming device type?
  • What is the breakup of the market based on the technology?
  • What is the breakup of the market based on the distribution channel?
  • What are the various stages in the value chain of the industry?
  • What are the key driving factors and challenges in the industry?
  • What is the structure of the Japan gaming peripherals market and who are the key players?
  • What is the degree of competition in the industry?

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 Introduction

  • 4.1 Overview
  • 4.2 Key Industry Trends

5 Japan Gaming Peripherals Market

  • 5.1 Market Overview
  • 5.2 Market Performance
  • 5.3 Impact of COVID-19
  • 5.4 Market Forecast

6 Market Breakup by Product Type

  • 6.1 Headsets
    • 6.1.1 Market Trends
    • 6.1.2 Market Forecast
  • 6.2 Keyboards
    • 6.2.1 Market Trends
    • 6.2.2 Market Forecast
  • 6.3 Joysticks
    • 6.3.1 Market Trends
    • 6.3.2 Market Forecast
  • 6.4 Mice
    • 6.4.1 Market Trends
    • 6.4.2 Market Forecast
  • 6.5 Gamepads
    • 6.5.1 Market Trends
    • 6.5.2 Market Forecast
  • 6.6 Others
    • 6.6.1 Market Trends
    • 6.6.2 Market Forecast

7 Market Breakup by Gaming Device Type

  • 7.1 PC (Desktop/Laptop)
    • 7.1.1 Market Trends
    • 7.1.2 Market Forecast
  • 7.2 Gaming Consoles
    • 7.2.1 Market Trends
    • 7.2.2 Market Forecast

8 Market Breakup by Technology

  • 8.1 Wired
    • 8.1.1 Market Trends
    • 8.1.2 Market Forecast
  • 8.2 Wireless
    • 8.2.1 Market Trends
    • 8.2.2 Market Forecast

9 Market Breakup by Distribution Channel

  • 9.1 Online
    • 9.1.1 Market Trends
    • 9.1.2 Market Forecast
  • 9.2 Offline
    • 9.2.1 Market Trends
    • 9.2.2 Market Forecast

10 SWOT Analysis

  • 10.1 Overview
  • 10.2 Strengths
  • 10.3 Weaknesses
  • 10.4 Opportunities
  • 10.5 Threats

11 Value Chain Analysis

12 Porters Five Forces Analysis

  • 12.1 Overview
  • 12.2 Bargaining Power of Buyers
  • 12.3 Bargaining Power of Suppliers
  • 12.4 Degree of Competition
  • 12.5 Threat of New Entrants
  • 12.6 Threat of Substitutes

13 Price Analysis

14 Policy and Regulatory Landscape

15 Competitive Landscape

  • 15.1 Market Structure
  • 15.2 Key Players
  • 15.3 Profiles of Key Players