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  4. > Games Software in Japan

Games Software in Japan

  • August 2016
  • -
  • MarketLine
  • -
  • 35 pages

Summary
Games Software in Japan industry profile provides top-line qualitative and quantitative summary information including: market size (value 2011-15, and forecast to 2020). The profile also contains descriptions of the leading players including key financial metrics and analysis of competitive pressures within the market.

Key Findings
Save time carrying out entry-level research by identifying the size, growth, and leading players in the games software market in Japan

Use the Five Forces analysis to determine the competitive intensity and therefore attractiveness of the games software market in Japan

Leading company profiles reveal details of key games software market players’ global operations and financial performance

Add weight to presentations and pitches by understanding the future growth prospects of the Japan games software market with five year forecasts

Synopsis
Essential resource for top-line data and analysis covering the Japan games software market. Includes market size data, textual and graphical analysis of market growth trends, leading companies and macroeconomic information.

Reasons To Buy
What was the size of the Japan games software market by value in 2015?

What will be the size of the Japan games software market in 2020?

What factors are affecting the strength of competition in the Japan games software market?

How has the market performed over the last five years?

How large is Japan’s games software market in relation to its regional counterparts?

Key Highlights
The games software market includes retail sales of games for domestic games consoles, handheld games consoles, mobile phones and other wireless devices; and games for PC and Mac desktop computers. Online games are excluded (e.g. Second Life). Console hardware sales are excluded. The market is valued at retail selling price (RSP) with any currency conversions calculated using constant 2015 annual average exchange rates.

The Japanese games software market had total revenues of $3.0bn in 2015, representing a compound annual rate of change (CARC) of -4.5% between 2011 and 2015.

Music, video, book, stationery and entertainment software specialists accounted for the largest proportion of sales in the Japanese games software market in 2015. Sales through this channel generated $1.6bn, equivalent to 52.7% of the market's overall value.

Console sales are cyclical in nature, with next generation consoles permitting renewal of the market. Japan's traditional console market is being undermined by prolific adoption of mobile gaming and a robust second hand market.

Table Of Contents

Games Software in Japan
Table of Contents
Executive Summary
Market value
Market value forecast
Geography segmentation
Market rivalry
Market Overview
Market definition
Market analysis
Market Data
Market value
Market Segmentation
Geography segmentation
Market distribution
Market Outlook
Market value forecast
Five Forces Analysis
Summary
Buyer power
Supplier power
New entrants
Threat of substitutes
Degree of rivalry
Leading Companies
Amazon.com, Inc.
BIC Camera Inc.
Rakuten, Inc.
Yamada Denki Co., Ltd.
Macroeconomic Indicators
Country data
Methodology
Industry associations
Related MarketLine research
Appendix
About MarketLine

List of Tables
Table 1: Japan games software market value: $ million, 2011-15
Table 2: Japan games software market geography segmentation: $ million, 2015
Table 3: Japan games software market distribution: % share, by value, 2015
Table 4: Japan games software market value forecast: $ million, 2015-20
Table 5: Amazon.com, Inc.: key facts
Table 6: Amazon.com, Inc.: key financials ($)
Table 7: Amazon.com, Inc.: key financial ratios
Table 8: BIC Camera Inc.: key facts
Table 9: BIC Camera Inc.: key financials ($)
Table 10: BIC Camera Inc.: key financials (Â¥)
Table 11: BIC Camera Inc.: key financial ratios
Table 12: Rakuten, Inc.: key facts
Table 13: Rakuten, Inc.: key financials ($)
Table 14: Rakuten, Inc.: key financials (Â¥)
Table 15: Rakuten, Inc.: key financial ratios
Table 16: Yamada Denki Co., Ltd.: key facts
Table 17: Yamada Denki Co., Ltd.: key financials ($)
Table 18: Yamada Denki Co., Ltd.: key financials (Â¥)
Table 19: Yamada Denki Co., Ltd.: key financial ratios
Table 20: Japan size of population (million), 2011-15
Table 21: Japan gdp (constant 2005 prices, $ billion), 2011-15
Table 22: Japan gdp (current prices, $ billion), 2011-15
Table 23: Japan inflation, 2011-15
Table 24: Japan consumer price index (absolute), 2011-15
Table 25: Japan exchange rate, 2011-15

List of Figures
Figure 1: Japan games software market value: $ million, 2011-15
Figure 2: Japan games software market geography segmentation: % share, by value, 2015
Figure 3: Japan games software market distribution: % share, by value, 2015
Figure 4: Japan games software market value forecast: $ million, 2015-20
Figure 5: Forces driving competition in the games software market in Japan, 2015
Figure 6: Drivers of buyer power in the games software market in Japan, 2015
Figure 7: Drivers of supplier power in the games software market in Japan, 2015
Figure 8: Factors influencing the likelihood of new entrants in the games software market in Japan, 2015
Figure 9: Factors influencing the threat of substitutes in the games software market in Japan, 2015
Figure 10: Drivers of degree of rivalry in the games software market in Japan, 2015
Figure 11: Amazon.com, Inc.: revenues and profitability
Figure 12: Amazon.com, Inc.: assets and liabilities
Figure 13: BIC Camera Inc.: revenues and profitability
Figure 14: BIC Camera Inc.: assets and liabilities
Figure 15: Rakuten, Inc.: revenues and profitability
Figure 16: Rakuten, Inc.: assets and liabilities
Figure 17: Yamada Denki Co., Ltd.: revenues and profitability
Figure 18: Yamada Denki Co., Ltd.: assets and liabilities

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