value of the Japanese video game market was expected to grow as well and to reach a value of 1.78 trillion yen by fiscal year 2026.
The cloud gaming market in Japan was valued at 1.53 billion Japanese yen in 2020. It was expected to increase to almost 13.8 billion yen by 2024. The Value of the cloud gaming market in Japan from 2018 to 2020 with a forecast until 2024 (in billion Japanese yen)
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Statistics on Video game industry in Sweden
Overview
8
- Basic Statistic Annual net turnover of computer games publishers in Sweden 2007-2020
- Basic Statistic Production value of computer games publishers in Sweden 2008-2020
- Basic Statistic Gross investments of computer games publishers in Sweden 2008-2020
- Basic Statistic Net investments of computer games publishers in Sweden 2008-2020
- Basic Statistic Market value of the largest gaming companies worldwide 2020-2023
- Basic Statistic Sweden biggest video game companies 2021, by revenue
- Premium Statistic Sweden biggest video game companies 2021, by workforce
- Premium Statistic Leading gaming companies worldwide 2022, by EV/EBITDA
Businesses
4
Employment
8
- Basic Statistic Sweden game development workforce 2010-2021
- Basic Statistic Sweden game development workforce 2016-2021, by gender
- Basic Statistic Sweden number of video game employees 2021, by region
- Basic Statistic Embracer Group average number of employees FY 2017-2022
- Basic Statistic Paradox Interactive number of employees 2011-2021
- Basic Statistic Starbreeze average number of employees 2011-2021
- Basic Statistic Stillfront Group number of employees 2017-2021
- Basic Statistic MTG: headcount 2011-2021
Embracer Group
6
- Basic Statistic Embracer Group net revenue FY 2014-2022
- Basic Statistic Embracer Group consolidated net sales FY 2019-2022, by business area
- Basic Statistic Embracer Group operating profit FY 2014-2022
- Basic Statistic Embracer Group net profit FY 2014-2022
- Basic Statistic Embracer Group game development pipeline 2018-2022
- Basic Statistic Embracer Group game development studios 2018-2022
Paradox Interactive
4
Starbreeze
5
Stillfront Group
5
Modern Times Group
4
Further related statistics
17
- Global video game revenues 2011-2019
- Italy: share of video game players 2015, by educational level
- Share of video game sales in Italy 2016, by genre
- eSports market annual revenue in Poland 2017-2019
- Italy: percentage of the population playing video games 2015, by occupation
- Age distribution of eSports users in Russia 2022
- Italy: share of video game players 2015, by municipality size
- Italy: percentage of the population playing video games 2015, by income
- Italy: share of the population playing video games 2015, by age
- Awareness of virtual reality among European consumers in 2016 by type and gender
- VR: users of Google Cardboard with a smartphone inserted in Europe in 2016
- VR: percentage of users of Oculus Rift in selected European countries in 2016
- VR: users of Gear VR with a Samsung smartphone inserted in Europe in 2016
- VR: percentage of users of HTC Live in selected European countries in 2016
- VR: percentage of gamers using Oculus Rift in Europe in 2016
- Consumers who considered VR too expensive in selected European countries as of 2016
- Revenue of the traditional interactive game advertising market Australia 2015-2025
Further Content: You might find this interesting as well
Statistics
- Global video game revenues 2011-2019
- Italy: share of video game players 2015, by educational level
- Share of video game sales in Italy 2016, by genre
- eSports market annual revenue in Poland 2017-2019
- Italy: percentage of the population playing video games 2015, by occupation
- Age distribution of eSports users in Russia 2022
- Italy: share of video game players 2015, by municipality size
- Italy: percentage of the population playing video games 2015, by income
- Italy: share of the population playing video games 2015, by age
- Awareness of virtual reality among European consumers in 2016 by type and gender
- VR: users of Google Cardboard with a smartphone inserted in Europe in 2016
- VR: percentage of users of Oculus Rift in selected European countries in 2016
- VR: users of Gear VR with a Samsung smartphone inserted in Europe in 2016
- VR: percentage of users of HTC Live in selected European countries in 2016
- VR: percentage of gamers using Oculus Rift in Europe in 2016
- Consumers who considered VR too expensive in selected European countries as of 2016
- Revenue of the traditional interactive game advertising market Australia 2015-2025
Famitsu. (July 15, 2021). Value of the cloud gaming market in Japan from 2018 to 2020 with a forecast until 2024 (in billion Japanese yen) [Graph]. In Statista. Retrieved March 21, 2023, from https://www.statista.com/statistics/1059386/japan-cloud-gaming-market-size/
Famitsu. "Value of the cloud gaming market in Japan from 2018 to 2020 with a forecast until 2024 (in billion Japanese yen)." Chart. July 15, 2021. Statista. Accessed March 21, 2023. https://www.statista.com/statistics/1059386/japan-cloud-gaming-market-size/
Famitsu. (2021). Value of the cloud gaming market in Japan from 2018 to 2020 with a forecast until 2024 (in billion Japanese yen). Statista. Statista Inc.. Accessed: March 21, 2023. https://www.statista.com/statistics/1059386/japan-cloud-gaming-market-size/
Famitsu. "Value of The Cloud Gaming Market in Japan from 2018 to 2020 with a Forecast until 2024 (in Billion Japanese Yen)." Statista, Statista Inc., 15 Jul 2021, https://www.statista.com/statistics/1059386/japan-cloud-gaming-market-size/
Famitsu, Value of the cloud gaming market in Japan from 2018 to 2020 with a forecast until 2024 (in billion Japanese yen) Statista, https://www.statista.com/statistics/1059386/japan-cloud-gaming-market-size/ (last visited March 21, 2023)
Value of the cloud gaming market in Japan from 2018 to 2020 with a forecast until 2024 (in billion Japanese yen) [Graph], Famitsu, July 15, 2021. [Online]. Available: https://www.statista.com/statistics/1059386/japan-cloud-gaming-market-size/