Japan is a country in Asia. This article is about video games in Japan.
History[]
- Main articles: History of video games, Japan, Video gaming in Japan
Industry revenue[]
- See also: Video game industry for worldwide figures and Video games in the United States for US figures
Domestic market[]
Year | Annual revenue (est.) | Breakdown | Ref | |
---|---|---|---|---|
Nominal | Inflation | |||
2017 | $19,610,000,000 | $23,000,000,000 | ||
2016 | $17,770,000,000 | $22,000,000,000 | [4] | |
2015 | $17,240,000,000 | $21,000,000,000 | ||
2013 | $21,220,000,000 | $27,000,000,000 |
|
[6] |
2012 | $22,290,000,000 | $28,000,000,000 | [7] | |
2011 | $23,040,000,000 | $30,000,000,000 |
|
[8][9][10] |
2010 | $21,130,000,000 | $28,000,000,000 |
|
[11][12] |
2009 | $20,923,000,000 | $29,000,000,000 |
|
[13][14] |
2008 | $22,300,000,000 | $30,000,000,000 |
|
[15][16] |
2007 | $20,930,000,000 | $30,000,000,000 |
|
[17][18][19] |
2006 | $19,000,000,000 | $28,000,000,000 |
|
[20][21] |
2005 | $16,244,000,000 | $24,000,000,000 |
$8.64 billion (arcade) $5.8 billion (retail) $1.804 billion (online)
|
[22][23] |
2004 | $16,200,000,000 | $25,000,000,000 |
$8.13 billion (arcade) $6.91 billion (retail) $1.144 billion (online)
|
[24] |
2003 | $15,900,000,000 | $25,000,000,000 |
$7.86 billion (arcade) $6.88 billion (retail) $1.12 billion (online)
|
[25][26] |
2002 | $13,800,000,000 | $22,000,000,000 |
$6.56 billion (arcade) $6.93 billion (retail) $276 million (online)
|
[27][28] |
2001 | $14,610,000,000 | $24,000,000,000 |
$6.45 billion (arcade) $7.96 billion (retail) $196 million (mobile) |
[29][30] |
2000 | $15,500,000,000 | $26,000,000,000 |
$7.27 billion (arcade) $8.1 billion (retail console market) $100 million (mobile) |
[31][32][33] |
1999 | $16,740,000,000 | $28,000,000,000 |
$7.93 billion (arcade) $8.81 billion (retail) |
[34][35] |
1998 | $14,930,000,000 | $29,000,000,000 |
$7.13 billion (arcade) $7.8 billion (retail) |
[36] |
1997 | $17,540,000,000 | $32,000,000,000 |
$7.85 billion (arcade) $9.69 billion (retail) |
[37] |
1996 | $18,800,000,000 | $35,000,000,000 |
$9.89 billion (arcade) $8.87 billion (retail) |
[38][39] |
1995 | $17,900,000,000 | $34,000,000,000 |
$9.52 billion (arcade) $8.38 billion (retail)
|
[40] |
1994 | $15,640,000,000 | $31,000,000,000 |
$7.51 billion (arcade) $8.13 billion (retail)
|
[41][42] |
1993 | $12,920,000,000 | $26,000,000,000 |
|
[43][44] |
1992 | $12,140,000,000 | $25,000,000,000 |
|
[45] |
1991 | $10,320,000,000 | $22,000,000,000 |
|
[46] |
1990 | $7,740,000,000 | $17,000,000,000 |
|
[47] |
1989 | $7,830,000,000 | $18,000,000,000 |
|
[48] |
1988 | $7,100,000,000 | $18,000,000,000 |
|
[49] |
1987 | $6,660,000,000 | $17,000,000,000 |
|
[50] |
1986 | $6,960,000,000 | $19,000,000,000 |
|
[51] |
1985 | $5,220,000,000 | $14,000,000,000 |
|
[52] |
1984 | $3,810,000,000 | $11,000,000,000 |
|
[53] |
1983 | $3,990,000,000 | $12,000,000,000 |
|
[54] |
1982 | $3,430,000,000 | $10,000,000,000 |
|
[55][56][57] |
1981 | $3.3 billion (arcade) | [58][57][56] | ||
1980 | $3.4 billion (arcade) | |||
1979 | $3,43,000,000 | $14,000,000,000 | $3.4 billion (arcade)
$31 million (console) |
[56][58][59] |
1978 | $1,930,000,000 | $8,700,000,000 | $1.9 billion (arcade)
$106 million (console) |
[60][61] |
1977 | $793,000,000 | $3,800,000,000 | $780 million (arcade)
$56 million (console) |
[62][63] |
1976 | $652,000,000 | $3,400,000,000 | $650 million (arcade)
$3 million (console) |
[62][64] |
1975 | $444,000,000 | $2,400,000,000 |
|
[62][65] |
1974 | $431,000,000 | $2,600,000,000 | $431 million (arcade) | [62] |
1973 | $437,000,000 | $2,900,000,000 | $437 million (arcade) | [62] |
1972 | $363,000,000 | $2,500,000,000 | $363 million arcade (electro-mechanical) | [62] |
1971 | $288,000,000 | $2,100,000,000 | $288 million arcade (electro-mechanical) | [62] |
1970 | $290,000,000 | $2,200,000,000 | $290 million (electro-mechanical) | [62] |
Overseas exports[]
Year | Revenue (nominal, without inflation) |
Ref | Revenue (inflation-adjusted for 2012)[66] |
---|---|---|---|
2012 | $9.87 billion (retail) | [67] | $9.87 billion (retail) |
2011 |
$13.2 billion (total) $12.89 billion (retail) $179 million (arcade) $111 million (online) |
[68] |
$13.5 billion (total) $13.2 billion (retail) $183 million (arcade) $113.3 million (online) |
2010 |
$16.5 billion $16.32 billion (retail) $167 million (arcade) |
[69] |
$17.4 billion $17.2 billion (retail) $176 million (arcade) |
2009 | $19.75 billion (retail) | [70] | $21.14 billion (retail) |
2008 |
$26.733 billion $26.58 billion (retail) $153 million (arcade) |
[71] |
$28.7 billion $28.5 billion (retail) $164 million (arcade) |
2007 |
$24.13 billion $23.99 billion (retail) $136 million (arcade) |
[72] |
$26.8 billion $26.6 billion (retail) $151 million (arcade) |
2006 |
$9.5 billion $9.202 billion (retail) $287.1 million (arcade) |
[73] |
$10.83 billion $10.5 billion (retail) $327 million (arcade) |
2005 |
$9.72 billion $9.42 billion (retail) $301 million (arcade) |
[74] |
$11.5 billion $11.1 billion (retail) $354 million (arcade) |
2004 | $5.6 billion (retail) | [75] | $6.81 billion (retail) |
2003 | $7.6 billion (retail) | [76] | $9.5 billion (retail) |
2002 | $7.6 billion (retail) | [77] | $9.7 billion (retail) |
2001 | $8.51 billion (retail) | [78] | $11.032 billion (retail) |
2000 | $6.723 billion (retail) | [79] | $8.964 billion (retail) |
1999 | $6.1 billion (retail) | [80] | $8.41 billion (retail) |
1998 | $5.5 billion (retail) | [81] | $7.8 billion (retail) |
1997 | $5.3 billion (retail) | [82] | $7.6 billion (retail) |
1996 | $4.61 billion (retail) | [83] | $6.8 billion (retail) |
1995 | $3.2 billion (retail) | [84] | $4.82 billion (retail) |
1994 | $6.6 billion (retail) | [85] | $10.22 billion (retail) |
1993 | $11.52 billion (retail) | [86] | $18.3 billion (retail) |
1992 | $3.8 billion (Sega & Nintendo retail in US) |
[87] | $6.22 billion (Sega & Nintendo retail in US) |
1991 | $4.2 billion (Sega & Nintendo retail in US) |
[88] | $7.1 billion (Sega & Nintendo retail in US) |
1990 | $4.3 billion (Sega & Nintendo retail in US) |
[89] | $7.6 billion (Sega & Nintendo retail in US) |
1989 | $3.613 billion (Sega & Nintendo retail in US) |
[90] | $6.7 billion (Sega & Nintendo retail in US) |
1988 | $1.96 billion (Nintendo retail in US) | [91] | $3.8 billion (Nintendo retail in US) |
1986 | $310 million (Nintendo retail in US) | [92] | $649.4 million (Nintendo retail in US) |
Most famous game franchises[]
Rank | Franchise | Fame | Ref |
---|---|---|---|
1 | Pokémon | 86% | [93] |
2 | Super Mario Brothers | 82% | |
3 | Dragon Ball | 74.4% | [94] |
4 | Tamagotchi | 72% | [93] |
5 | One Piece | 70.8% | [94] |
6 | Dragon Quest | 66.6% | |
7 | Final Fantasy | 62.4% | |
8 | Gundam | 59.8% | |
9 | Yo-kai Watch | 58.3% | |
10 | Naruto | 58% |
See also[]
- Role-playing game
- Video game industry
- Video games developed in Japan
- Video games in Europe
- Video games in the United States
- Video games in other countries
- Japan at Encyclopedia Gamia
References[]
- ↑ https://newzoo.com/insights/countries/japan/
- ↑ 2.0 2.1 2.2 Japan arcade market in 2015 – ¥573.3 billion (¥422.2 billion operation, ¥151.1 billion equipment)
- ↑ https://web.archive.org/web/20170612135210/newzoo.com/insights/countries/japan/
- ↑ https://newzoo.com/insights/infographics/japanese-games-market-2016/
- ↑ https://newzoo.com/insights/infographics/newzoo-summer-series-12-japanese-games-market/
- ↑ Japan, 2013
- Arcade market: ¥637.5 billion (¥470 billion operation, ¥175 billion equipment) = $6.09 billion
- Retail market: ¥409 billion = $4.74 billion
- Retail software: ¥253.7 billion
- Online market: ¥849.9 billion = $9.87 billion
- Mobile (smartphone) market: ¥546.8 billion = $6.35 billion
- Online (excluding smartphone) market: ¥1103.6 billion (online & retail software) - ¥546.8 billion (smartphone) - ¥253.7 billion (retail software) = ¥303.1 billion = $3.52 billion
- ↑ Japan, 2012
- Arcade - ¥661.3 billion (¥487.5 billion operation, ¥173.8 equipment) = $8.5 billion
- Retail: $4.6 billion
- Online market: ¥778.98 billion = $9.19 billion
- Mobile market: ¥655.28 billion = $7.57 billion
- Smartphone market: ¥307.2 billion = $3 billion
- Feature phone market: ¥348.08 billion [1] [2] = $4.57 billion
- Online (PC & console) market: ¥123.7 billion = $1.62 billion
- Online PC market: ¥89.5 billion = $1.17 billion
- Online console market: ¥34.2 billion = $449 million
- Mobile market: ¥655.28 billion = $7.57 billion
- ↑ Japan, 2011
- Arcade: ¥699.581 billion (¥495.8 billion operation, ¥184.781 billion equipment, ¥19 billion revenue-sharing) = $9 billion
- Retail: ¥614.1 billion = $8 billion
- Mobile: $4.5 billion
- Online (excluding mobile) market: ¥117.2 billion = $1.55 billion
- Online PC market: ¥88.7 billion = $1.17 billion
- Online console market: ¥28.5 billion = $376 billion
- ↑ Overview of Capcom’s Business and Outlook for the Future, 2012 Report, June 2013
- ↑ http://techcrunch.com/2012/01/05/japans-video-game-market-2011/
- ↑ Japan, 2010
- Arcade market: ¥680.9 billion (¥504.3 operation, ¥156.6 billion equipment, ¥20 billion reveenue-sharing) = $8.63 billion
- Retail market: ¥650 billion = $8.24 billion
- Online market: $4.26 billion
- Mobile: $2.82 billion
- Online (excluding mobile) market: ¥114 billion = $1.44 billion
- Online PC market: ¥92.2 billion = $1.16 billion
- ↑ http://www.bloomberg.com/news/2011-09-20/samurai-romances-draw-japanese-women-to-video-dating-games-from-gree-tech.html
- ↑ Japan, 2009
- Arcade: ¥773.9 billion (¥573.1 billion operation, ¥182.8 billion equipment, ¥18 billion revenue-sharing) = $8.95 billion
- Retail: ¥750 billion [3] [4] = $8.68 billion
- Mobile: $2 billion
- Online (excluding mobile) market: ¥112.2 billion = $1.293 billion
- Online PC market: ¥92 billion = $1.06 billion
- Online console market: ¥20.2 billion = $233 million
- ↑ Capcom Market Data, October 2011
- ↑ Japan, 2008
- Arcade: ¥891.6 billion (¥678.1 billion operation, ¥205.5 billion equipment, ¥8 billion revenue-sharing) = $10.08 billion
- Retail: ¥780 billion = $8.82 billion
- Mobile: $2 billion
- Online (excluding mobile) market: ¥123,942.81763 million = $1.4 billion
- Online PC market: ¥82 billion = $927 million
- ↑ Sambe, Yukiharu (2009). "Japan’s Arcade Games and Their Technology". Lecture Notes in Computer Science. Entertainment Computing– ICEC 2009 5709: 338. https://link.springer.com/chapter/10.1007/978-3-642-04052-8_62. Retrieved 25 January 2012.
- ↑ Japan, 2007
- Arcade: ¥930.961 billion (¥702.9 billion operation, ¥219.061 billion equipment, ¥9 billion revenue-sharing) = $9.62 billion
- Retail: ¥870 billion = $8.99 billion
- Online market: $2.32 billion
- Mobile: $1.16 billion
- Online (excluding mobile) market: ¥112.2 billion = $1.16 billion
- ↑ Smartphones not 'hurting' gaming consoles: Study, The Times of India, 17 September 2013
- ↑ http://usatoday30.usatoday.com/tech/gaming/2008-10-09-microsoft-japan-gaming_N.htm
- ↑ Japan, 2006
- Arcade: ¥926.257 billion (¥702.9 billion operation, ¥223.357 billion equipment) = $8.89 billion
- Retail market: $8.1101 billion
- Retail console market: $7.924 billion (¥780 billion)
- Retail PC market: $186.1 million
- Mobile: $1 billion
- Online (excluding mobile) market: ¥101,529.404 million = $975 million
- Online PC game market: ¥71,243.446 million (¥67,214.192 million services, ¥4,029.254 million sales) = $684 million
- ↑ [5][6]
- ↑ Japan, 2005
- Arcade: ¥881.727 billion (¥682.5 billion operation, ¥199.227 billion equipment) = $8.64 billion
- Retail: $5.8 billion
- Mobile: $1 billion
- Online (excluding mobile) game market: ¥82.1 billion = $804 million
- Online PC game market: ¥57,002.1 million (¥53.39133 million management services, ¥3.61075 million sales) = $558 million
- ↑ http://news.bbc.co.uk/1/hi/technology/5155786.stm
- ↑ Japan, 2004
- Arcade: ¥829.823 billion (¥649.223 billion operation, ¥180.6 billion equipment) = $8.13 billion
- Retail: ¥705.6 billion = $6.91 billion
- Retail software sales: $3.5 billion
- Mobile: ¥58.9 billion = $577 million
- Online (excluding mobile) game market: ¥57.9 billion (¥36,701.4 million operator services, ¥21,193 million sales) = $567 million
- Online PC game market: ¥45,015.2 million (¥36,701.4 million operator services, ¥8.3138 million sales) = $441 million
- ↑ Japan, 2003
- Arcade: ¥815.644 billion (¥637.744 billion operation, ¥177.9 billion equipment) = $7.86 billion
- Consumer (retail & online) market: $8 billion
- Retail: ¥714 billion = $6.88 billion
- Online market: $8 billion (retail & online) - $6.88 billion (retail) = $1.12 billion
- Mobile: ¥33.48 billion = $322 million
- Online (PC & console) market: ¥30 billion = $289 million
- Online PC market: ¥16 billion = $135 million
- Online console market:
- ↑ http://web.archive.org/web/20041205124344/http://www.capcom.co.jp/ir/english/business/other.html
- ↑ Japan, 2002
- Arcade: ¥760 billion (¥605.5 billion operation, ¥154.5 billion equipment) = $6.56 billion
- Retail: ¥767 billion = $6.93 billion
- Online market: ¥31.93 billion = $276 million
- Mobile: ¥21 billion = $181 million
- PC: ¥6 billion = $52 million
- Console: ¥4.93 billion = $43 million
- ↑ [7] [8]
- ↑ Japan, 2001
- Arcade: ¥737.2 billion (¥596.4 billion operation, ¥140.8 billion equipment) = $6.45 billion
- Retail: ¥810.9 billion = $7.96 billion
- Mobile: ¥20 billion [9] = $196 million
- ↑ [10] [11] [12] [13]
- ↑ Japan, 2000
- Arcade game market: ¥739 billion (¥596.4 billion operation, ¥142.6 billion equipment) = $7.27 billion
- Retail console market: $8.1 billion
- Mobile: $100 million
- ↑ Chou, Yuntsai (Fall 2003). "G-commerce in East Asia: Evidence and Prospects". Journal of Interactive Advertising 4 (1). Archived from the original on 2013-01-19. http://web.archive.org/web/20130119102219/http://jiad.org/article43. Retrieved 31 January 2012.
- ↑ [14] [15] [16]
- ↑ Japan, 1999
- Arcade game market: ¥806.7 billion (¥619.5 billion operation, ¥187.2 billion equipment) = $7.93 billion
- Retail game market: ¥899 billion = $8.81 billion
- ↑ [17] [18] [19] [20] [21]
- ↑ Japan, 1998
- Arcade: ¥778.7 billion (¥628.9 billion operation, ¥149.8 billion sales) = $7.13 billion
- Heisei 10 = 1998
- Retail: $7.8 billion
- Software: $6 billion
- Hardware: $1.8 billion
- Arcade: ¥778.7 billion (¥628.9 billion operation, ¥149.8 billion sales) = $7.13 billion
- ↑ Japan, 1997
- Arcade: ¥810.5 billion (¥643.4 billion operation, ¥167.1 billion sales) = $7.85 billion
- Heisei 9 = 1997
- Retail sales: $9.69 billion
- Software: $8 billion
- Hardware: ¥174.908 billion [22] [23] = $1.69 billion
- Arcade: ¥810.5 billion (¥643.4 billion operation, ¥167.1 billion sales) = $7.85 billion
- ↑ Japan, 1996
- Arcade: ¥802.8 billion (¥642.3 billion operation, ¥160.5 billion sales) = $9.89 billion
- Heisei 8 = 1996
- Retail: ¥719.893 billion = $8.87 billion
- Software: ¥529.293 billion
- Hardware: ¥190.6 billion
- Arcade: ¥802.8 billion (¥642.3 billion operation, ¥160.5 billion sales) = $9.89 billion
- ↑ http://www.jetlaw.org/wp-content/journal-pdfs/DanRose-NewVideoGame.pdf
- ↑ Japan, 1995:
- Arcade: ¥772.6 billion (¥624 billion operation, ¥148.6 billion sales) = $9.52 billion
- Heisei 7 = 1995
- Retail: ¥680 billion = $8.38 billion
- Software: ¥498.6 billion = $6.136 billion
- Console game software: ¥477 billion = $5.87 billion
- PC game software: ¥21.6 billion = $266 million
- Software: ¥498.6 billion = $6.136 billion
- Arcade: ¥772.6 billion (¥624 billion operation, ¥148.6 billion sales) = $9.52 billion
- ↑ Japan, 1994:
- Arcade: ¥610 billion = $7.51 billion
- Retail: ¥660 billion = $8.13 billion
- Retail software: ¥403 billion = $4.96 billion
- PC game software: ¥15.52 billion = $191 million
- Console software: ¥387.48 billion = $4.77 billion
- Retail software: ¥403 billion = $4.96 billion
- ↑ Yuko Aoyama & Hiro Izushi (2003), Hardware gimmick or cultural innovation? Technological, cultural, and social foundations of the Japanese video game industry, Research Policy 32: 423-44
- ↑ Japan, 1993:
- Arcade: ¥610 billion = $6.16 billion
- Retail: ¥670 billion = $6.76 billion
- ↑ http://news.google.com/newspapers?nid=1309&dat=19940207&id=FN9OAAAAIBAJ&sjid=5hMEAAAAIBAJ&pg=2341,2650199
- ↑ Japan, 1992:
- Arcade: ¥640 billion = $6.07 billion
- Retail: ¥640 billion = $6.07 billion
- ↑ Japan, 1991:
- Arcade: ¥600 billion = $5.69 billion
- Retail: ¥570 billion = $4.63 billion
- ↑ Japan, 1990:
- Arcade: ¥510 billion = $3.76 billion
- Retail: ¥540 billion = $3.98 billion
- ↑ Japan, 1989:
- Arcade: ¥440 billion = $3.55 billion
- Retail: ¥530 billion = $4.28 billion
- ↑ Japan, 1988:
- Arcade: ¥380 billion = $3.14 billion
- Retail: ¥480 billion = $3.96 billion
- ↑ Japan, 1987:
- Arcade: ¥360 billion = $2.96 billion
- Retail: ¥450 billion = $3.7 billion
- ↑ Japan, 1986:
- Arcade: ¥370 billion = $2.68 billion
- Retail: ¥590 billion = $4.28 billion
- ↑ Japan, 1985:
- Arcade: ¥420 billion = $2.61 billion
- Retail: ¥420 billion = $2.61 billion
- ↑ Japan, 1984:
- Arcade: ¥510 billion = $2.29 billion
- Retail: ¥340 billion = $1.52 billion
- ↑ Japan, 1983:
- Arcade: ¥500 billion = $2.24 billion
- Retail: ¥390 billion = $1.75 billion
- ↑ Japan, 1982:
- Arcade: ¥450 billion = $2.1 billion
- Retail: ¥290 billion = $1.33 billion
- ↑ 56.0 56.1 56.2 Koyama, Yusuke (2023-06-02). History of the Japanese Video Game Industry. Springer Nature. pp. 21-2, 62, 65. ISBN 978-981-99-1342-8. https://books.google.com/books?id=uITCEAAAQBAJ&pg=PA65.
- ↑ 57.0 57.1 Watkins, Ralph (1984). A Competitive Assessment of the U.S. Video Game Industry: Report on Investigation No. 332-160 Under Section 332(b) of the Tariff Act of 1930. U.S. International Trade Commission. pp. 30-1. https://books.google.com/books?id=-38XdacYD6QC&pg=PA30.
- ↑ 58.0 58.1 "Star invaders: Space invaders turn on Japanese to delights in inter-galactic war". The Financial Post (Canada): p. S8. 6 October 1979. https://books.google.com/books?id=4GI_AAAAIBAJ&pg=PA52.
- ↑ 1979
- ↑ Shibata, Yoko (June 28, 1979). "Electronic Games: Japan converts its Pachinko parlours" (in English). Financial Times. https://archive.org/details/FinancialTimes1979UKEnglish/Jun%2028%201979%2C%20Financial%20Times%2C%20%2327901%2C%20UK%20%28en%29/page/n34/mode/1up.
- ↑ 1978
- ↑ 62.0 62.1 62.2 62.3 62.4 62.5 62.6 62.7 情報メディア白書 [Information Media White Paper]. Dentsu Institute. 2010. p. 293. https://books.google.com/books?id=fSFNAQAAIAAJ. "産業興行収入市場規模営業収入営業収入全体ビデオゲームアーケードゲーム中短波 FM (Box office revenue, Market size, Operating revenue, Total operating revenue, Video games, Arcade games, Medium and shortwave FM) ... 1965 755 152 713 1,090 4,843 1966 758 174 752 1,266 5,760 1967 789 214 788 1,530 6,793 1968 820 254 792 1,736 7,843 1969 838 323 0 848 2,206 9,305 1970 825 398 13 921 2,691 10,802 1971 793 430 17 1,010 2,893 12,649 1972 770 482 1,100 3,333 14,828 1973 927 580 235 24 1,187 4,018 17,344 1974 1,171 628 46 1,258 4,442 19,171 1975 1,308 683 52 1,314 4,856 21,555 1976 1,457 790 65 1,915 5,809 25,714 1977 1,524 892 83 2,091 6,512 34,784 1978 1,605 1,006 97 2,141 7,362 37,058 1979 1,582 1,164 115 2,191 8,326 39,255 1980 1,659 1,263 131 2,714 8,687 41,008 1981 1,633 1,347 143 2,816 9,284 42,625 1982 1,695 2,780 4,500 1,391 180 2,877 9,967 44,611 1983 1,863 3,860 4,570 1,450 237 2,926 10,713 46,915"
- ↑ 1977
- ↑ 1976
- ↑ 1975
- ↑ CPI Inflation Calculator. Bureau of Labor Statistics. Retrieved on 2012-02-22.
- ↑ ¥1233.4 billion - ¥485 billion = ¥748.4 billion = $9.87 billion
- ↑ Exports, 2011
- Retail: ¥1457.3 billion - ¥480 billion = ¥977.3 billion = $12.89 billion
- Arcade: ¥13.6 billion = $179 million
- Online: $111 million
- ↑ Exports, 2010
- Retail: ¥1797.4 billion (domestic & overseas) - ¥510 billion (domestic) = ¥1287.4 billion = $16.32 billion
- Arcade: ¥13,242.5 billion = $167 million
- ↑ ¥2249.4 billion (domestic & overseas) - ¥542.6 billion (domestic) = ¥1706.8 billion (overseas) = $19.75 billion
- ↑ Exports, 2008
- Retail: ¥2933 billion (domestic & overseas) - ¥582.6 billion (domestic) = ¥2350.4 billion (overseas) = $26.58 billion
- Arcade: ¥13.6 billion = $153 million
- ↑ Exports, 2007
- Retail: ¥2.32 trillion = $23.99 billion
- Arcade: ¥13,242.5 million = $136 million
- ↑ Exports, 2006
- Retail: ¥1632.303 billion - ¥626 billion [24] = ¥1006.303 billion = $9.202 billion
- Arcade: ¥220 billion (overseas & domestic sales) - ¥188.6 billion (domestic sales) = ¥31.4 billion (overseas sales) = $287.1 million
- ↑ Exports, 2005
- Retail: ¥961.37 billion = $9.42 billion
- Arcade: ¥230 billion (overseas & domestic sales) - ¥199.227 billion (domestic sales) = ¥30.773 billion (overseas sales) = $301 million
- ↑ ¥566.2 billion = $5.6 billion
- Heisei 16 = 2004
- ↑ ¥786 billion = $7.6 billion
- ↑ ¥874 billion = $7.6 billion
- ↑ ¥972 billion = $8.51 billion
- ↑ ¥683.2 billion [25] [26] = $6.723 billion
- Heisei 12 = 2000
- ↑ ¥619 billion = $6.1 billion
- Heisei 11 = 1999
- ↑ ¥596.1 billion = $5.5 billion
- Heisei 10 = 1998
- ↑ ¥542.7 billion = $5.3 billion
- Heisei 9 = 1997
- ↑ ¥374.7 billion = $4.61 billion
- Heisei 8 = 1996
- ↑ ¥255.7 billion = $3.2 billion
- Heisei 7 = 1995
- Export revenues in US, 1995 - $2.571 billion
- Sega: $1.087 billion
- Nintendo: $857 million
- Sony: $375 million
- 3DO: $252 million
- ↑ Overseas export revenues, 1994
- Company export revenues in US: $3.941 billion
- Sega: $2.13 billion
- Nintendo: $1.573 billion
- 3DO: $238 million
- Software exports in US $1.4 billion
- Software exports in EU and elsewhere: ¥98 billion = $1.21 billion
- Company export revenues in US: $3.941 billion
- ↑ Overseas export revenues, 1993
- Company export revenues in US: $7.929 billion
- Sega & Nintendo: $7.9 billion
- 3DO: $29 million
- Software exports in US: $2.6 billion
- Software exports in EU and elsewhere: ¥97.8 billion = $987 million
- Company export revenues in US: $7.929 billion
- ↑ Sega & Nintendo revenues in US, 1992
- Nintendo: $2.453 billion
- Sega: $1.313 billion
- ↑ Sega & Nintendo revenues in US, 1991
- Nintendo: $3.52 billion
- Sega: $677 million
- ↑ Sega & Nintendo revenues in US, 1990
- Nintendo: $4 billion
- Sega: $280 million
- ↑ Sega & Nintendo revenues in US, 1989
- Nintendo: $2.8 billion
- Video Games Make Play For Adults (September 4, 1990)
- Sega: $813 million
- Nintendo: $2.8 billion
- ↑ Atari Sues Nintendo, Accuses Rival of Monopolizing Games
- ↑ Nintendo revives video games, The Press-Courier (July 30, 1989)
- ↑ 93.0 93.1 https://gotouchichara.tumblr.com/post/134587945618/funassyi-and-kumamon-are-more-popular-than-mickey
- ↑ 94.0 94.1 https://www.statista.com/statistics/1276143/japan-most-recognized-manga-anime-video-game-franchises/
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