Download Games - Japan

  • Japan
  • Revenue in the Download Games market is projected to reach US$2.20bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.75%, resulting in a projected market volume of US$2.91bn by 2029.
  • In the Download Games market, the number of users is expected to amount to 43.6m users by 2029.
  • User penetration will be 33.3% in 2024 and is expected to hit 36.5% by 2029.
  • In global comparison, most revenue will be generated in the United States (US$5,054.00m in 2024).
  • The average revenue per user (ARPU) in the Download Games market is projected to amount to US$53.93 in 2024.

Key regions: Japan, France, Asia, United Kingdom, India

Region comparison

Analyst Opinion

The Download Games market in Japan has been experiencing significant growth in recent years, driven by the increasing popularity of mobile gaming and the country's strong gaming culture.

Customer preferences:
Japanese consumers have shown a strong preference for mobile gaming, with a growing number of people playing games on their smartphones and tablets. This shift towards mobile gaming can be attributed to the convenience and portability of mobile devices, as well as the wide variety of games available on app stores. Additionally, Japanese gamers have a preference for games that are visually appealing, immersive, and offer a high level of interactivity.

Trends in the market:
One of the key trends in the Japanese Download Games market is the rise of free-to-play games with in-app purchases. This business model has become increasingly popular among game developers, as it allows them to generate revenue through microtransactions and in-game advertising. In addition, the market has seen a surge in the popularity of multiplayer games, as Japanese gamers enjoy the social aspect of playing with friends and other players online. Another trend in the market is the increasing number of collaborations between game developers and popular anime or manga franchises. These collaborations help to attract a wider audience and capitalize on the popularity of existing intellectual properties.

Local special circumstances:
Japan has a unique gaming culture that sets it apart from other countries. Gaming is deeply ingrained in Japanese society, with a large number of dedicated gaming cafes, arcades, and events. The popularity of gaming in Japan can be attributed to several factors, including the country's strong technological infrastructure, a high level of disposable income, and a culture that embraces new forms of entertainment. Additionally, the prevalence of mobile devices and the widespread availability of high-speed internet have made it easier for Japanese consumers to access and download games.

Underlying macroeconomic factors:
Japan has a strong and stable economy, which has contributed to the growth of the Download Games market. The country has a high level of disposable income, allowing consumers to spend on leisure activities such as gaming. Additionally, Japan has a large population of tech-savvy individuals who are early adopters of new technologies, further driving the growth of the Download Games market. Furthermore, the government in Japan has been supportive of the gaming industry, providing incentives and support for game developers and fostering innovation in the sector. In conclusion, the Download Games market in Japan is experiencing significant growth due to the increasing popularity of mobile gaming, the country's strong gaming culture, and a supportive macroeconomic environment. Japanese consumers have a preference for mobile gaming and visually appealing, immersive games. The market is also seeing a rise in free-to-play games with in-app purchases and collaborations with popular anime or manga franchises. The unique gaming culture in Japan, along with a strong economy and government support, further contribute to the growth of the market.


Data coverage:

The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.


We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.


  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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