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Japan Digital Gaming Market (2018-2023) ( ) ( )

Author Netscribes ISBN -
Code ENI392 Format CD-Rom
Price: Rs 149925   149925 + Tax @ 18.00 % US$ 1999   1999
Pages: 80 Published 2018
Publisher Netscribes  
Usually Ships within 5

"Japan Digital Gaming Market 


Digital gaming in Japan is characterized by specific animation and localization of gaming content, and this has led to the emergence of a very different but huge video gaming business. There are about 70 million gamers in Japan, and mobile gaming is the most significant gaming platform among PCs, consoles and mobiles. The Japan Digital Gaming market is expected to grow at a significantly high CAGR through the forecast period of 2018-2023. 


Japan presents a market with diverse preferences for all gaming platforms - PC, mobile, and console. Console gaming, in particular, receives a big boost in Japan in comparison to other Asian Digital Gaming markets, as the console manufacturing giants, like Sony, Nintendo, and Sega are headquartered in the country. Console gaming is very popular among gamers, but over time the trend is shifting towards mobile gaming. Mobile gaming revenue in Japan has exhibited high double-digit growth rates YOY since 2016. 


By platforms, the market is segmented into PC games, mobile games, and console games. Among these segments, mobile games is the fastest growing segment as the Japanese gamers are increasingly preferring handheld and mobile devices for playing games on the go.  


Key growth factors:

o Japan is technologically a very advanced country, and almost everyone in Japan has a smartphone of their own. The quality of performance of these smartphones is also very advanced and this drives the mobile gaming segment of the Digital Gaming market.

o The presence of several top gaming companies like Namco Bandai, Sega, Sony, and Konami is a very big driver for the Digital Gaming market in Japan as these big companies drive up the revenues for the same, in the country.


Threats and key players:

o One of the major challenges in the Japan Digital gaming market is that it is very difficult for any non-Japanese company to enter the market and make a name for itself. Gamers in Japan prefer localized content and languages, and thus 90% of the revenue from games comes from Japanese companies.

o Additionally, the regulatory bodies in Japan, often inhibit the growth of the market as they pursue regulatory measures to stream out harmful content in the games and try to control perceived gaming addictions.

o The key players in the Japan Digital Gaming market are Sony, Nintendo, Sega, Namco Bandai, Konami, etc.


What’s covered in the report?

o Overview of the Japan Digital Gaming market

o The historical, current and forecasted market size data for the Japan Digital Gaming market

o The historical, current and forecasted market size data for the segments of the market – by platforms– PC games, console games, and mobile games

o The historical, current and forecasted market size data for the segments of the market – by revenue models (Freemium, Pay to Play, Advertising)

o The historical, current and forecasted market size data for the segments of the market – by genres (Shooter, Role- play Action, Sports, Strategy, Others)

o Market trends in the Japan Digital Gaming market

o Market drivers and challenges in the Japan Digital Gaming market

o Analysis of spending for segmentation by platforms

o Profiles of major players operating in the market


Why buy?

o Get a broad understanding of the Japan Digital Gaming market and its segmentations - by platforms– PC games, console games, and mobile games, – by revenue models (Freemium, Pay to Play, Advertising), by genres (Shooter, Role- play Action, Sports, Strategy, Others)

o Get specific drivers and challenges affecting the Japan Digital Gaming market and its segmentations (By platforms, by revenue models, by genres)

o Get specific trends occurring in the Japan Digital Gaming market

o Get analysis of spending for segmentation by platforms

o Recognize significant competitors' business and market dynamics, and respond accordingly


Customizations Available

With the given market data, Netscribes offers customizations according to specific needs. Write to us at info@netscribes.com"

 

Chapter 1: Executive summary
1.1 Market scope and segmentation
1.2 Key questions answered in this study
1.3 Executive summary

Chapter 2: Introduction
2.1. Market definitions
2.2. Different business models
2.3. Digital game genres
2.4. Value chain of games

Chapter 3: Japan Digital Gaming market - overview
3.1. Historical (2015-2017) Digital Gaming market revenue (USD Bn)
3.2. Forecasted (2018-2023) Digital Gaming market revenue (USD Bn)
3.3. Drivers
3.4. Challenges
3.5. Trends

Chapter 4: Japan Digital Gaming market segmentation - by platform
4.1. Japan market share and size (USD Bn – 2017) – by platforms (PC, Console, Mobile)
4.2. Japan PC games market
        - Market size (USD Bn) (2015, 2017, 2023)
        - Drivers
        - Challenges
4.3. Japan mobile games market
        - Market size (USD Bn) (2015, 2017, 2023)
        - Drivers
        - Challenges
4.4. Japan console games market
        - Market size (USD Bn) (2015, 2017, 2023)
        - Drivers
        - Challenges

Chapter 5: Japan Digital Gaming market segmentation – by revenue models
5.1. Japan market share and size (USD Bn - 2017) – by revenue models (Freemium, Pay to Play, Advertising)
5.2. Japan freemium model market
        - Market size (USD Bn) (2015, 2017, 2023)
        - Drivers
        - Challenges
5.3. Japan pay to play model market
        - Market size (USD Bn) (2015, 2017, 2023)
        - Drivers
        - Challenges
5.4. Japan advertising model market
        - Market size (USD Bn) (2015, 2017, 2023)
        - Drivers
        - Challenges

Chapter 6: Japan Digital Gaming market segmentation – by genres
6.1. Japan market share and size (USD Bn – 2017) – by genres (Shooter, Role- play Action, Sports, Strategy, Others)
6.2. Japan shooter genre market
        - Market size (USD Bn) (2015, 2017, 2023)
        - Drivers
        - Challenges
6.3. Japan role-playing action genre market
        - Market size (USD Bn) (2015, 2017, 2023)
        - Drivers
        - Challenges
6.4. Japan sports genre market
        - Market size (USD Bn) (2015, 2017, 2023)
        - Drivers
        - Challenges
6.5. Japan strategy genre market
        - Market size (USD Bn) (2015, 2017, 2023)
        - Drivers
        - Challenges
6.6. Japan other genres market
        - Market size (USD Bn) (2015, 2017, 2023)
        - Drivers
        - Challenges

Chapter 7: Japan Digital Gaming spend analysis
7.1. Paying players share by platform – 2017
7.2. PC games - Average spending and payers
7.3. Console games - Average spending and payers
7.4. Mobile games - Average spending and payers
7.5. Spend analysis

Chapter 8: Competitive landscape
8.1. Sega
        - Company snapshot
        - Key numbers
        - Major game titles
        - Initiatives
        - Growth strategy
        - Major locations
8.2. Nintendo
        - Company snapshot
        - Key numbers
        - Major game titles
        - Initiatives
        - Growth strategy
        - Major locations
8.3. Bandai Namco
        - Company snapshot
        - Key numbers
        - Major game titles
        - Initiatives
        - Growth strategy
        - Major locations
8.4. Capcom Interactive
        - Company snapshot
        - Key numbers
        - Major game titles
        - Initiatives
        - Growth strategy
        - Major locations
8.5. Sony Technologies
        - Company snapshot
        - Key numbers
        - Major game titles
        - Initiatives
        - Growth strategy
        - Major locations

Chapter 9: Market Share of Companies
 9.1. Japan Digital Games market - share of companies 
 9.2. Japan PC Games market - share of companies 
 9.3. Japan Mobile Games market - share of companies 
 9.4. Japan Console Games market - share of companies 

Chapter 10: Conclusion

Chapter 11: Appendix
11.1. List of tables
11.2.  Research methodology
11.3.  Assumptions
11.4.  About Netscribes Inc.

Note: The Table of Contents (ToC) provided above contains the targeted coverage. The coverage is subject to change as we progress with the research

COMPANIES COVERED
o Sega
o Nintendo
o Bandai Namco
o Capcom
o Sony

 

 

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Ø  Introduction

·         Project Introduction

·         Project Objective and Strategy

·         Concise History of the Product

·         Properties

·         BIS (Bureau of Indian Standards) Provision & Specification

·         Uses & Applications

 

Ø  Market Study and Assessment

·         Current Indian Market Scenario

·         Present Market Demand and Supply

·         Estimated Future Market Demand and Forecast

·         Statistics of Import & Export

·         Names & Addresses of Existing Units (Present Players)

·         Market Opportunity

 

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Ø  Plant and Machinery

·         List of Plant & Machinery

·         Miscellaneous Items

·         Appliances & Equipments

·         Laboratory Equipments & Accessories

·         Electrification

·         Electric Load & Water

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Project at a Glance

Along with financial details as under:

 

  •     Assumptions for Profitability workings

  •    Plant Economics

  •    Production Schedule

  •    Land & Building

            Factory Land & Building

            Site Development Expenses

  •    Plant & Machinery

             Indigenous Machineries

            Other Machineries (Miscellaneous, Laboratory etc.)

  •    Other Fixed Assets

            Furniture & Fixtures

            Pre-operative and Preliminary Expenses

            Technical Knowhow

            Provision of Contingencies

  •   Working Capital Requirement Per Month

             Raw Material

            Packing Material

            Lab & ETP Chemical Cost

           Consumable Store

  •   Overheads Required Per Month And Per Annum

         Utilities & Overheads (Power, Water and Fuel Expenses etc.)

             Royalty and Other Charges

            Selling and Distribution Expenses

  •    Salary and Wages

  •    Turnover Per Annum

  •   Share Capital

            Equity Capital

            Preference Share Capital

 

  •    Annexure 1:: Cost of Project and Means of Finance

  •    Annexure 2::  Profitability and Net Cash Accruals

                Revenue/Income/Realisation

                Expenses/Cost of Products/Services/Items

                Gross Profit

                Financial Charges     

                Total Cost of Sales

                Net Profit After Taxes

                Net Cash Accruals

  •   Annexure 3 :: Assessment of Working Capital requirements

                Current Assets

                Gross Working. Capital

                Current Liabilities

                Net Working Capital

                Working Note for Calculation of Work-in-process

  •    Annexure 4 :: Sources and Disposition of Funds

  •    Annexure 5 :: Projected Balance Sheets

                ROI (Average of Fixed Assets)

                RONW (Average of Share Capital)

                ROI (Average of Total Assets)

  •    Annexure 6 :: Profitability ratios

                D.S.C.R

                Earnings Per Share (EPS)

               

             Debt Equity Ratio

        Annexure 7   :: Break-Even Analysis

                Variable Cost & Expenses

                Semi-Var./Semi-Fixed Exp.

                Profit Volume Ratio (PVR)

                Fixed Expenses / Cost 

                B.E.P

  •   Annexure 8 to 11:: Sensitivity Analysis-Price/Volume

            Resultant N.P.B.T

            Resultant D.S.C.R

   Resultant PV Ratio

   Resultant DER

  Resultant ROI

          Resultant BEP

  •    Annexure 12 :: Shareholding Pattern and Stake Status

        Equity Capital

        Preference Share Capital

  •   Annexure 13 :: Quantitative Details-Output/Sales/Stocks

        Determined Capacity P.A of Products/Services

        Achievable Efficiency/Yield % of Products/Services/Items 

        Net Usable Load/Capacity of Products/Services/Items   

       Expected Sales/ Revenue/ Income of Products/ Services/ Items   

  •    Annexure 14 :: Product wise domestic Sales Realisation

  •    Annexure 15 :: Total Raw Material Cost

  •    Annexure 16 :: Raw Material Cost per unit

  •    Annexure 17 :: Total Lab & ETP Chemical Cost

  •    Annexure 18  :: Consumables, Store etc.,

  •    Annexure 19  :: Packing Material Cost

  •    Annexure 20  :: Packing Material Cost Per Unit

  •    Annexure 21 :: Employees Expenses

  •    Annexure 22 :: Fuel Expenses

  •    Annexure 23 :: Power/Electricity Expenses

  •    Annexure 24 :: Royalty & Other Charges

  •    Annexure 25 :: Repairs & Maintenance Exp.

  •    Annexure 26 :: Other Mfg. Expenses

  •    Annexure 27 :: Administration Expenses

  •    Annexure 28 :: Selling Expenses

  •    Annexure 29 :: Depreciation Charges – as per Books (Total)

  •   Annexure 30   :: Depreciation Charges – as per Books (P & M)

  •   Annexure 31   :: Depreciation Charges - As per IT Act WDV (Total)

  •   Annexure 32   :: Depreciation Charges - As per IT Act WDV (P & M)

  •   Annexure 33   :: Interest and Repayment - Term Loans

  •   Annexure 34   :: Tax on Profits

  •   Annexure 35   ::Projected Pay-Back Period And IRR