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Games Software in Japan - New Market Study Published

Fast Market Research recommends "Games Software in Japan" from MarketLine, now available


Boston, MA -- (SBWIRE) -- 07/31/2014 -- Games Software in Japan industry profile provides top-line qualitative and quantitative summary information including: market size (value 2009-13, and forecast to 2018). 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.


- 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 2013 annual average exchange rates.

- The Japanese games software market had total revenues of $4.4bn in 2013, representing a compound annual growth rate (CAGR) of 2.4% between 2009 and 2013.

- The console games segment was the market's most lucrative in 2013, with total revenues of $4.1bn, equivalent to 91.7% of the market's overall value.

- The performance of the market is forecast to decline, with an anticipated compound annual rate of change (CARC) of -0.4% for the five-year period 2013 - 2018, which is expected to drive the market to a value of $4.4bn by the end of 2018.

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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 2013?

What will be the size of the Japan games software market in 2018?

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

How has the market performed over the last five years?

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