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日本の拡張現実ゲーム市場規模、シェア、動向、予測:コンポーネント、技術、デバイス、ゲームタイプ、地域別、2025年~2033年

Japan Augmented Reality Gaming Market Size, Share, Trends and Forecast by Component, Technology, Device, Game Type, and Region, 2025-2033


出版日
発行
IMARC
ページ情報
英文 122 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=144.08円
日本の拡張現実ゲーム市場規模、シェア、動向、予測:コンポーネント、技術、デバイス、ゲームタイプ、地域別、2025年~2033年
出版日: 2025年06月02日
発行: IMARC
ページ情報: 英文 122 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

日本の拡張現実ゲーム市場規模は2024年に8億3,980万米ドルに達しました。今後、IMARC Groupでは、2033年には66億8,870万米ドルに達し、2025年から2033年にかけて25.93%の成長率(CAGR)を示すと予測しています。同市場は、AR技術のモバイルゲームへの統合と、専用ハードウェアプラットフォームによるARゲームの拡大により、著しい成長を遂げています。

本レポートで回答した主な質問

  • 日本の拡張現実ゲーム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?
  • 日本の拡張現実ゲーム市場のコンポーネント別区分は?
  • 日本の拡張現実ゲーム市場の技術別区分は?
  • 日本の拡張現実ゲーム市場のデバイス別区分は?
  • 日本の拡張現実ゲーム市場のゲームタイプ別区分は?
  • 日本の拡張現実ゲーム市場の地域別区分は?
  • 日本の拡張現実ゲーム市場のバリューチェーンにおける各ステージとは?
  • 日本の拡張現実ゲーム市場の主要な促進要因と課題は?
  • 日本の拡張現実ゲーム市場の構造と主要企業は?
  • 日本の拡張現実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 日本の拡張現実ゲーム市場-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 日本の拡張現実ゲーム市場情勢

  • 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 日本の拡張現実ゲーム市場- コンポーネント別の内訳

  • ソフトウェア
  • ハードウェア

第7章 日本の拡張現実ゲーム市場- 技術別内訳

  • RFID
  • GPS
  • モバイルトラッキング
  • その他

第8章 日本の拡張現実ゲーム市場- デバイス別の内訳

  • モバイル
  • HMD
  • スマートグラス

第9章 日本の拡張現実ゲーム市場- ゲームタイプ別の内訳

  • レースゲーム
  • アドベンチャーゲーム
  • 格闘ゲーム
  • シューティングゲーム
  • ミステリースリラーゲーム
  • パズルゲーム
  • SFゲーム
  • その他

第10章 日本の拡張現実ゲーム市場-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 日本の拡張現実ゲーム市場- 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: SR112025A32153

The Japan augmented reality gaming market size reached USD 839.8 Million in 2024. Looking forward, IMARC Group expects the market to reach USD 6,688.7 Million by 2033, exhibiting a growth rate (CAGR) of 25.93% during 2025-2033. The market is witnessing significant growth, driven by the integration of AR technology into mobile gaming and the expansion of AR gaming through dedicated hardware platforms.

Japan Augmented Reality Gaming Market Trends:

Integration of AR Technology into Mobile Gaming

Japan's time-honored gaming culture and technological excellence have greatly facilitated the successful marketing of augmented reality (AR) technologies embedded into mobile games. With an exceptionally strong tradition of innovative game development, Japan has nurtured the emergence of location-based AR games whose titles like Pokemon Go and Dragon Quest Walk employ many imaginations. For instance, in March 2025, Niantic announced a $4 billion deal to spin off most of its gaming studio, focusing on creating a ground-level geospatial model of Earth using data from Pokemon Go players. These games have become cultural phenomena, engaging a diverse audience by blending virtual elements with real-world environments, creating immersive experiences that resonate with both casual and dedicated gamers. The widespread adoption of smartphones equipped with advanced AR capabilities has been a key driver of this trend, making sophisticated gaming experiences accessible to a broad demographic. This accessibility has not only expanded the market for mobile AR games but also enhanced user engagement through interactive and location-based gameplay mechanics. The commercial success of these titles has generated substantial economic value, contributing to the growth of the mobile gaming industry in Japan and globally. Moreover, the popularity of AR gaming has spurred further innovation, encouraging developers to explore new ways to incorporate AR technologies, such as advanced spatial mapping, real-time multiplayer features, and integration with other digital platforms, thus continuously evolving the gaming landscape.

Expansion of AR Gaming through Dedicated Hardware Platforms

Beyond mobile devices, Japan is witnessing significant growth in AR gaming through dedicated hardware platforms such as AR headsets and glasses. This growth is driven by consumers' increasing demand for immersive gaming experiences that dedicated AR hardware can provide. For instance, in 2024, Japan's gaming peripherals market exceeded US$ 391.39 million and is projected to reach US$ 1,077.48 million by 2033, growing at a CAGR of 12.83% from 2025 to 2033. Major Japanese companies, including Sony and Seiko Epson, are actively investing in the development of AR hardware, contributing to a competitive market landscape and the continuous evolution of AR gaming experiences. The adoption of AR headsets has opened new possibilities for gaming, offering features such as hand-tracking and spatial awareness, which enhance interactivity and realism. Additionally, the integration of AR technology into other devices, such as gaming consoles and personal computers, has broadened the accessibility of AR gaming, attracting a diverse user base. The expansion of AR gaming through dedicated hardware platforms signifies a shift towards more immersive and interactive gaming experiences, positioning Japan at the forefront of AR gaming innovation. These trends reflect Japan's commitment to embracing cutting-edge technologies in the gaming sector, offering consumers innovative and engaging experiences that blend the virtual and real worlds.

Japan Augmented Reality Gaming Market Segmentation:

Component Insights:

  • Software
  • Hardware

Technology Insights:

  • RFID
  • GPS
  • Mobile Tracking
  • Others

Device Insights:

  • Mobiles
  • HMDs
  • Smart Glasses

Game Type Insights:

  • Racing Games
  • Adventure Games
  • Fighting Games
  • Shooting Games
  • Mystery Thriller Games
  • Puzzle Games
  • Science Fiction Games
  • Others

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.

Key Questions Answered in This Report:

  • How has the Japan augmented reality gaming market performed so far and how will it perform in the coming years?
  • What is the breakup of the Japan augmented reality gaming market on the basis of component?
  • What is the breakup of the Japan augmented reality gaming market on the basis of technology?
  • What is the breakup of the Japan augmented reality gaming market on the basis of device?
  • What is the breakup of the Japan augmented reality gaming market on the basis of game type?
  • What is the breakup of the Japan augmented reality gaming market on the basis of region?
  • What are the various stages in the value chain of the Japan augmented reality gaming market?
  • What are the key driving factors and challenges in the Japan augmented reality gaming ?
  • What is the structure of the Japan augmented reality gaming market and who are the key players?
  • What is the degree of competition in the Japan augmented reality 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 Augmented Reality Gaming Market - Introduction

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

5 Japan Augmented Reality Gaming Market Landscape

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

6 Japan Augmented Reality Gaming Market - Breakup by Component

  • 6.1 Software
    • 6.1.1 Overview
    • 6.1.2 Historical and Current Market Trends (2019-2024)
    • 6.1.3 Market Forecast (2025-2033)
  • 6.2 Hardware
    • 6.2.1 Overview
    • 6.2.2 Historical and Current Market Trends (2019-2024)
    • 6.2.3 Market Forecast (2025-2033)

7 Japan Augmented Reality Gaming Market - Breakup by Technology

  • 7.1 RFID
    • 7.1.1 Overview
    • 7.1.2 Historical and Current Market Trends (2019-2024)
    • 7.1.3 Market Forecast (2025-2033)
  • 7.2 GPS
    • 7.2.1 Overview
    • 7.2.2 Historical and Current Market Trends (2019-2024)
    • 7.2.3 Market Forecast (2025-2033)
  • 7.3 Mobile Tracking
    • 7.3.1 Overview
    • 7.3.2 Historical and Current Market Trends (2019-2024)
    • 7.3.3 Market Forecast (2025-2033)
  • 7.4 Others
    • 7.4.1 Historical and Current Market Trends (2019-2024)
    • 7.4.2 Market Forecast (2025-2033)

8 Japan Augmented Reality Gaming Market - Breakup by Device

  • 8.1 Mobiles
    • 8.1.1 Overview
    • 8.1.2 Historical and Current Market Trends (2019-2024)
    • 8.1.3 Market Forecast (2025-2033)
  • 8.2 HMDs
    • 8.2.1 Overview
    • 8.2.2 Historical and Current Market Trends (2019-2024)
    • 8.2.3 Market Forecast (2025-2033)
  • 8.3 Smart Glasses
    • 8.3.1 Overview
    • 8.3.2 Historical and Current Market Trends (2019-2024)
    • 8.3.3 Market Forecast (2025-2033)

9 Japan Augmented Reality Gaming Market - Breakup by Game Type

  • 9.1 Racing Games
    • 9.1.1 Overview
    • 9.1.2 Historical and Current Market Trends (2019-2024)
    • 9.1.3 Market Forecast (2025-2033)
  • 9.2 Adventure Games
    • 9.2.1 Overview
    • 9.2.2 Historical and Current Market Trends (2019-2024)
    • 9.2.3 Market Forecast (2025-2033)
  • 9.3 Fighting Games
    • 9.3.1 Overview
    • 9.3.2 Historical and Current Market Trends (2019-2024)
    • 9.3.3 Market Forecast (2025-2033)
  • 9.4 Shooting Games
    • 9.4.1 Overview
    • 9.4.2 Historical and Current Market Trends (2019-2024)
    • 9.4.3 Market Forecast (2025-2033)
  • 9.5 Mystery Thriller Games
    • 9.5.1 Overview
    • 9.5.2 Historical and Current Market Trends (2019-2024)
    • 9.5.3 Market Forecast (2025-2033)
  • 9.6 Puzzle Games
    • 9.6.1 Overview
    • 9.6.2 Historical and Current Market Trends (2019-2024)
    • 9.6.3 Market Forecast (2025-2033)
  • 9.7 Science Fiction Games
    • 9.7.1 Overview
    • 9.7.2 Historical and Current Market Trends (2019-2024)
    • 9.7.3 Market Forecast (2025-2033)
  • 9.8 Others
    • 9.8.1 Historical and Current Market Trends (2019-2024)
    • 9.8.2 Market Forecast (2025-2033)

10 Japan Augmented Reality 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 Company A
    • 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 Company B
    • 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 Company C
    • 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 Company D
    • 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 Company E
    • 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

12 Japan Augmented Reality 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