WORLD'S LARGEST MARKET RESEARCH RESOURCE — 1,519,265 REPORTS

 
 
• SEARCH FOR A REPORT

Viewing report

Search
Enter keywords, a title or a report id number below.
Advanced

• ORDER BY FAX

Order By Fax

• SELECT SITE CURRENCY

Select a currency for use throughout the site



  • Electronic (PDF) Information Icon
  • Enterprisewide Information Icon
Live Chat Live Help Software for Website

Games Software in Japan

MarketLine, March 2012, Pages: 31

Introduction

Games Software in Japan industry profile provides top-line qualitative and quantitative summary information including: market size (value 2007-11, and forecast to 2016). The profile also contains descriptions of the leading players including key financial metrics and analysis of competitive pressures within the market. Essential resource for top-line data and analysis covering the Japan games software market. Includes market size and segmentation data, textual and graphical analysis of market growth trends, leading companies and macroeconomic information.

Highlights

-The games software market consists of the total revenues generated through the sale of console games and PC & Mac games. Console games includes the software used in games consoles hardware such as the Nintendo Wii, Playstation 3 and Xbox 360. This also includes the software that is used in wireless or portable handheld devices such as the Nintendo DS, mobile and personal digital assistants (pdas), Playstation Portable and Game Boy Advance. This category excludes the revenue generated through the sales of games consoles and handheld devices. The PC and Mac games includes PC games and Mac games and excludes online games such as casual games, massively multi player online role play games (mmorg). The market is valued at retail selling price (RSP) with any currency conversions calculated using constant 2010 annual average exchange rates.

-The Japanese games software market is forecast to generate total revenues of $5.1 billion in 2011, representing a compound annual rate of change (CARC) of -2% between 2007 and 2011.

-Sales generated through other specialists are expected to be the most lucrative for the Japanese games software market in 2011, with total revenues of $2.2 billion, equivalent to 43.5% of the market's overall value.

-The performance of the market is forecast to accelerate, with an anticipated CAGR of 1.9% for the five-year period 2011 - 2016, which is expected to drive the market to a value of $5.6 billion by the end of 2016.

Features

Save time carrying out entry-level research by identifying the size, growth, major segments, 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

Macroeconomic indicators provide insight into general trends within the Japan economy

Key Questions Answered

What was the size of the Japan games software market by value in 2011?

What will be the size of the Japan games software market in 2016?

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

How has the market performed over the last five years?

What are the main segments that make up Japan's games software market?

TABLE OF CONTENTS
EXECUTIVE SUMMARY 2
MARKET OVERVIEW 6
Market definition 6
Market analysis 6
MARKET DATA 7
Market value 7
MARKET SEGMENTATION 8
Category segmentation 8
Geography segmentation 9
Market distribution 10
MARKET OUTLOOK 11
Market value forecast 11
FIVE FORCES ANALYSIS 12
Summary 12
Buyer power 13
Supplier power 14
New entrants 15
Threat of substitutes 16
Degree of rivalry 17
LEADING COMPANIES 18
Amazon.com, Inc. 18
Rakuten, Inc. 21
Wal-Mart Stores, Inc. 24
MACROECONOMIC INDICATORS 27
Country Data 27
APPENDIX 29
Methodology 29
Industry associations 30
Related MarketLine research 30

LIST OF TABLES
Table 1: Japan games software market value: $ million, 2007–11(e) 7
Table 2: Japan games software market category segmentation : $million, by value, 2011(e) 8
Table 3: Japan games software market geography segmentation : by value, 2011(e) 9
Table 4: Japan games software market distribution: % share, by value, 2011(e) 10
Table 5: Japan games software market value forecast: $ million, 2011–16 11
Table 6: Amazon.com, Inc.: key facts 18
Table 7: Amazon.com, Inc.: key financials ($) 19
Table 8: Amazon.com, Inc.: key financial ratios 19
Table 9: Rakuten, Inc.: key facts 21
Table 10: Rakuten, Inc.: key financials ($) 21
Table 11: Rakuten, Inc.: key financials (¥) 21
Table 12: Rakuten, Inc.: key financial ratios 22
Table 13: Wal-Mart Stores, Inc.: key facts 24
Table 14: Wal-Mart Stores, Inc.: key financials ($) 25
Table 15: Wal-Mart Stores, Inc.: key financial ratios 25
Table 16: Japan size of population (million), 2007–11 27
Table 17: Japan gdp (constant 2000 prices, $ billion), 2007–11 27
Table 18: Japan gdp (current prices, $ billion), 2007–11 27
Table 19: Japan inflation, 2007–11 28
Table 20: Japan consumer price index (absolute), 2007–11 28
Table 21: Japan exchange rate, 2007–11 28

LIST OF FIGURES
Figure 1: Japan games software market value: $ million, 2007–11(e) 7
Figure 2: Japan games software market category segmentation : % share, by value, 2011(e) 8
Figure 3: Japan games software market geography segmentation : % share, by value, 2011(e) 9
Figure 4: Japan games software market distribution: % share, by value, 2011(e) 10
Figure 5: Japan games software market value forecast: $ million, 2011–16 11
Figure 6: Forces driving competition in the games software market in Japan, 2011 12
Figure 7: Drivers of buyer power in the games software market in Japan, 2011 13
Figure 8: Drivers of supplier power in the games software market in Japan, 2011 14
Figure 9: Factors influencing the likelihood of new entrants in the games software market in Japan, 2011 15
Figure 10: Factors influencing the threat of substitutes in the games software market in Japan, 2011 16
Figure 11: Drivers of degree of rivalry in the games software market in Japan, 2011 17
Figure 12: Amazon.com, Inc.: revenues & profitability 20
Figure 13: Amazon.com, Inc.: assets & liabilities 20
Figure 14: Rakuten, Inc.: revenues & profitability 22
Figure 15: Rakuten, Inc.: assets & liabilities 23
Figure 16: Wal-Mart Stores, Inc.: revenues & profitability 25
Figure 17: Wal-Mart Stores, Inc.: assets & liabilities 26

Customers who bought this item also bought