According to a survey conducted in Japan in July 2022, more than 19 percent of male respondents aged 15 to 19 years old were spending money on in-game item purchases or gacha mechanics. The share was more than 11 percent higher than the one observed in the case of female respondents. Gacha mechanics in video games operate similar to capsule-toy vending machines by enabling users to receive random game content, such as items or characters, in exchange for a real or virtual currency.
Attitude on in-game purchases among people aged 15 to 19 years old in Japan as of July 2022, by gender
Basic Account
Get to know the platform
You only have access to basic statistics.
This statistic is not included in your account.
Starter Account
The ideal entry-level account for individual users
- Instant access to 1m statistics
- Download in XLS, PDF & PNG format
- Detailed references
$59 USD $39 USD / Month *
in the first 12 months
Professional Account
Full access
Business Solutions including all features.
* Prices do not include sales tax.
Statistics on Mobile gaming in Japan
Overview
6
- Premium Statistic Video gaming market size worldwide 2020-2025
- Premium Statistic Value of the global video game market 2017-2026, by category
- Premium Statistic Leading gaming markets worldwide 2022, by revenue
- Premium Statistic Gaming market size in Japan FY 2020-2027
- Premium Statistic Mobile and social game market size Japan 2015-2021
- Premium Statistic Leading mobile games Japan 2021, based on sales revenue
Major companies
5
Monthly app revenue of leading mobile games
6
- Premium Statistic Monthly app revenue of Uma Musume Pretty Derby in Japan 2022
- Premium Statistic Monthly app revenue of Fate/Grand Order in Japan 2022
- Premium Statistic Monthly app revenue of Monster Strike in Japan 2022
- Premium Statistic Monthly app revenue of Puzzle & Dragons in Japan 2022
- Premium Statistic Monthly app revenue of Dragon Quest Walk in Japan 2022
- Premium Statistic Monthly app revenue of Genshin Impact in Japan 2022
Consumer behavior
6
- Premium Statistic Most used devices for video games in Japan 2022
- Premium Statistic Frequency of playing mobiles games via smartphone Japan 2022
- Premium Statistic Frequency of playing mobiles games via smartphone Japan 2022, by age group
- Premium Statistic Time spent playing mobile games per weekday in Japan 2021
- Premium Statistic Time spent playing mobile games per weekend day in Japan 2021
- Premium Statistic Leading mobile game genres on smartphones Japan 2022
Consumer spending
6
- Premium Statistic Mobile game in-app purchase experience in Japan 2021
- Premium Statistic Share of users who spent money on smartphone games in past month Japan 2022
- Premium Statistic Share of users who spent money on smartphone games in past month Japan 2022, by age
- Premium Statistic Attitude on in-game billing among teenagers Japan 2022, by gender
- Premium Statistic Monthly spending on smartphone games in Japan 2022
- Premium Statistic Leading types of goods smartphone gamers spent money on in past month Japan 2022
Further related statistics
9
- Share of mobile gamers in the UK 2021, by age group
- Number of in-game purchases made by freemium mobile gamers 2016
- Ways to receive refund for unauthorized microtransactions U.S. 2020
- Most popular mobile in-game purchases in Russia 2020
- France mobile game distribution channels 2019
- Italy: time dedicated by kids to online gaming 2017
- Market share of mobile gaming companies in China 2020
- Argentina - types of video/computer games played 2016-2018
- Mexico - types of video/computer games played 2016-2018
Further Content: You might find this interesting as well
Statistics
- Share of mobile gamers in the UK 2021, by age group
- Number of in-game purchases made by freemium mobile gamers 2016
- Ways to receive refund for unauthorized microtransactions U.S. 2020
- Most popular mobile in-game purchases in Russia 2020
- France mobile game distribution channels 2019
- Italy: time dedicated by kids to online gaming 2017
- Market share of mobile gaming companies in China 2020
- Argentina - types of video/computer games played 2016-2018
- Mexico - types of video/computer games played 2016-2018
SMBC Consumer Finance. (August 25, 2022). Attitude on in-game purchases among people aged 15 to 19 years old in Japan as of July 2022, by gender [Graph]. In Statista. Retrieved March 25, 2023, from https://www.statista.com/statistics/1191992/japan-attitude-on-in-game-purchases-among-young-people-by-gender/
SMBC Consumer Finance. "Attitude on in-game purchases among people aged 15 to 19 years old in Japan as of July 2022, by gender." Chart. August 25, 2022. Statista. Accessed March 25, 2023. https://www.statista.com/statistics/1191992/japan-attitude-on-in-game-purchases-among-young-people-by-gender/
SMBC Consumer Finance. (2022). Attitude on in-game purchases among people aged 15 to 19 years old in Japan as of July 2022, by gender. Statista. Statista Inc.. Accessed: March 25, 2023. https://www.statista.com/statistics/1191992/japan-attitude-on-in-game-purchases-among-young-people-by-gender/
SMBC Consumer Finance. "Attitude on In-game Purchases among People Aged 15 to 19 Years Old in Japan as of July 2022, by Gender." Statista, Statista Inc., 25 Aug 2022, https://www.statista.com/statistics/1191992/japan-attitude-on-in-game-purchases-among-young-people-by-gender/
SMBC Consumer Finance, Attitude on in-game purchases among people aged 15 to 19 years old in Japan as of July 2022, by gender Statista, https://www.statista.com/statistics/1191992/japan-attitude-on-in-game-purchases-among-young-people-by-gender/ (last visited March 25, 2023)
Attitude on in-game purchases among people aged 15 to 19 years old in Japan as of July 2022, by gender [Graph], SMBC Consumer Finance, August 25, 2022. [Online]. Available: https://www.statista.com/statistics/1191992/japan-attitude-on-in-game-purchases-among-young-people-by-gender/