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Japan is a country in Asia. This article is about video games in Japan.

HistoryEdit

Japan Inflation-Adjusted Revenues

Japanese video game industry revenues from 1982 to 2013, adjusted for inflation.
Blue - Domestic Japanese arcade market
Red - Domestic Japanese retail market, including the console, handheld and computer sectors (hardware and software)
Purple - Domestic Japanese online mobile game market
Green - Total domestic Japanese video game market, including all sectors
Cyan - Japanese retail exports (hardware and software) to overseas markets (console, handheld and computer sectors)
Orange - Overall Japanese video game industry, including both domestic Japanese market and overseas retail exports

Main articles: History of video games and Japan


Japanese video game industry revenuesEdit

See also: Video game industry for worldwide figures and Video games in the United States for US figures

Domestic Japanese marketEdit

Year Revenue
(nominal, without inflation)
Source(s) Revenue
(inflation-adjusted for 2012)[1]
2017

$22 billion (total market)

  • $14.5 billion (consumer market)[2]
  • $7.19 billion (arcade market)[3]
2016

$19.59 billion (total market)

  • $7.19 billion (arcade market)[3]
  • $6.5 billion (mobile market)
  • $4.7 billion (console market)
  • $1.2 billion (PC market)
[4]
2015

$19.49 billion (total market)

  • $12.3 billion (consumer market)[5]
  • $7.19 billion (arcade market)[3]
2013

$22.69 billion (total market)

  • $8.08 billion (arcade market)
  • $4.74 billion (retail market)
  • $9.87 billion (online market)
    • $6.35 billion (smartphone)
[6]

$22.69 billion (total market)

  • $8.08 billion (arcade market)
  • $4.74 billion (retail market)
  • $9.87 billion (online market)
    • $6.35 billion (smartphone)
2012

$22.29 billion

  • $8.5 billion (arcade)
  • $4.6 billion (retail)
  • $9.19 billion (online)
    • $7.57 billion (mobile)
    • $1.17 billion (PC)
    • $449 million (console)
[7]

$22.29 billion

  • $8.5 billion (arcade)
  • $4.6 billion (retail)
  • $9.19 billion (online)
    • $7.57 billion (mobile)
    • $1.17 billion (PC)
    • $449 million (console)
2011

$23.04 billion

  • $9 billion (arcade)
  • $8 billion (retail)
  • $6.04 billion (online)
    • $4.5 billion (mobile)
    • $1.17 billion (PC)
    • $370 million (console)
[8][9][10]

$23.52 billion

  • $9.19 billion (arcade)
  • $8.17 billion (retail)
  • $6.16 billion (online)
    • $4.59 billion (mobile)
    • $1.19 billion (PC)
    • $378 million (console)
2010

$21.13 billion

  • $8.63 billion (arcade)
  • $8.24 billion (retail)
  • $4.26 billion (online)
    • $2.82 billion (mobile)
    • $1.16 billion (PC)
    • $280 million (console)
[11][12]

$22.28 billion

  • $9.1 billion (arcade)
  • $8.68 billion (retail)
  • $4.5 billion (online)
    • $2.97 billion (mobile)
    • $1.22 billion (PC)
    • $295 million (console)
2009

$20.923 billion

  • $8.95 billion (arcade)
  • $8.68 billion (retail)
  • $3.293 billion (online)
    • $2 billion (mobile)
    • $1.06 billion (PC)
    • $233 million (console)
[13][14]

$22.634 billion

  • $9.6 billion (arcade)
  • $9.3 billion (retail)
  • $3.524 billion (online)
    • $2.14 billion (mobile)
    • $1.1344 billion (PC)
    • $249.4 million (console)
2008

$22.3 billion

  • $10.08 billion (arcade)
  • $8.82 billion (retail)
  • $3.4 billion (online)
    • $2 billion (mobile)
    • $927 million (PC)
    • $473 billion (console)
[15][16]

$23.9 billion

  • $10.8 billion (arcade)
  • $9.44 billion (retail)
  • $3.64 billion (online)
    • $2.14 billion (mobile)
    • $992.1 million (PC)
    • $506.2 billion (console)
2007

$20.93 billion

  • $9.62 billion (arcade)
  • $8.99 billion (retail)
  • $2.32 billion (online)
    • $1.16 billion (mobile)
    • $1.16 billion (PC & console)
[17][18][19]

$23.3 billion

  • $10.7 billion (arcade)
  • $9.95 billion (retail)
  • $2.6 billion (online)
    • $1.3 billion (mobile)
    • $1.3 billion (PC & console)
2006

$19 billion

  • $8.9 billion (arcade)
  • $8.11 billion (retail)
    • $7.924 billion (console)
    • $186.1 million (PC)
  • $1.98 billion (online)
    • $1 billion (mobile)
    • $684 million (PC)
    • $291 million (console)
[20][21]

$21.7 billion

  • $10.14 billion (arcade)
  • $9.24 billion (retail)
    • $9.024 billion (console)
    • $212 million (PC)
  • $2.31 billion (online)
    • $1.2 billion (mobile)
    • $779 million (PC)
    • $331.4 million (console)
2005

$16.244 billion

$8.64 billion (arcade)

$5.8 billion (retail)

$1.804 billion (online)

  • $1 billion (mobile)
  • $558 million (PC)
  • $246 million (console)
[22][23]

$19.17 billion

$10.2 billion (arcade)

$6.82 billion (retail)

$2.1452 billion (online)

  • $1.2 billion (mobile)
  • $656 million (PC)
  • $289.2 million (console)
2004

$16.2 billion

$8.13 billion (arcade)

$6.91 billion (retail)

$1.144 billion (online)

  • $577 million (mobile)
  • $441 million (PC)
  • $136 million (console)
[24]

$19.7 billion

$9.9 billion (arcade)

$8.4 billion (retail)

$1.4 billion (online)

  • $689.2 million (mobile)
  • $536 million (PC)
  • $165.3 million (console)
2003

$15.9 billion

$7.86 billion (arcade)

$6.88 billion (retail)

$1.12 billion (online)

  • $322 million (mobile)
  • $135 million (PC)
[25][26]

$19.84 billion

$9.81 billion (arcade)

$8.6 billion (retail)

$1.4 billion (online)

  • $402 million (mobile)
  • $169 million (PC)
2002

$13.8 billion

$6.56 billion (arcade)

$6.93 billion (retail)

$276 million (online)

  • $181 million (mobile)
  • $52 million (PC)
  • $43 million (console)
[27][28]

$17.61 billion

$8.4 billion (arcade)

$8.84 billion (retail)

$352.4 million (online)

  • $231 million (mobile)
  • $66.4 million (PC)
  • $55 million (console)
2001

$14.61 billion

$6.45 billion (arcade)

$7.96 billion (retail)

$196 million (mobile)

[29][30]

$18.974 billion

$8.4 billion (arcade)

$10.32 billion (retail)

$254.1 million (mobile)

2000

$15.5 billion

$7.27 billion (arcade)

$8.1 billion (retail console market)

$100 million (mobile)

[31][32][33]

$20.7 billion

$9.7 billion (arcade)

$10.8 billion (retail console market)

$133.3 million (mobile)

1999

$16.74 billion

$7.93 billion (arcade)

$8.81 billion (retail)

[34][35]

$23.1 billion

$10.93 billion (arcade)

$12.14 billion (retail)

1998

$14.93 billion

$7.13 billion (arcade)

$7.8 billion (retail)

[36]

$21.7 billion

$10.7 billion (arcade)

$10.99 billion (retail)

1997

$17.54 billion

$7.85 billion (arcade)

$9.69 billion (retail)

[37]

$25.1 billion

$11.23 billion (arcade)

$13.86 billion (retail)

1996

$18.8 billion

$9.89 billion (arcade)

$8.87 billion (retail)

[38][39]

$27.51 billion

$14.5 billion (arcade)

$12.98 billion (retail)

1995

$17.9 billion

$9.52 billion (arcade)

$8.38 billion (retail)

  • $5.87 billion (console software)
  • $266 million (PC game software)
[40]

$26.97 billion

$14.34 billion (arcade)

$12.62 billion (retail)

  • $8.84 billion (console software)
  • $401 million (PC game software)
1994

$15.64 billion

$7.51 billion (arcade)

$8.13 billion (retail)

  • $4.77 billion (console software)
  • $191 million (PC game software)
[41][42]

$24.23 billion

$11.63 billion (arcade)

$12.6 billion (retail)

  • $7.4 billion (console software)
  • $296 million (PC game software)
1993

$12.92 billion

$6.16 billion (arcade)

$6.76 billion (retail)

[43][44]

$20.53 billion

$9.79 billion (arcade)

$10.74 billion (retail)

1992

$12.14 billion

$6.07 billion (arcade)

$6.07 billion (retail)

[45]

$19.86 billion

$9.93 billion (arcade)

$9.93 billion (retail)

1991

$10.32 billion

$5.69 billion (arcade)

$4.63 billion (retail)

[46] $17.39 billion

$9.59 billion (arcade)

$7.8 billion (retail)

1990

$7.74 billion

$3.76 billion (arcade)

$3.98 billion (retail)

[47]

$13.59 billion

$6.6 billion (arcade)

$6.99 billion (retail)

1989

$7.83 billion

$3.55 billion (arcade)

$4.28 billion (retail)

[48]

$14.49 billion

$6.57 billion (arcade)

$7.92 billion (retail)

1988

$7.1 billion

$3.14 billion (arcade)

$3.96 billion (retail)

[49]

$13.79 billion

$6.09 billion (arcade)

$7.7 billion (retail)

1987

$6.66 billion

$2.96 billion (arcade)

$3.7 billion (retail)

[50]

$13.48 billion

$5.98 billion (arcade)

$7.5 billion (retail)

1986

$6.96 billion

$2.68 billion (arcade)

$4.28 billion (retail)

[51]

$14.58 billion

$5.61 billion (arcade)

$8.97 billion (retail)

1985

$5.22 billion

$2.61 billion (arcade)

$2.61 billion (retail)

[52]

$11.2 billion

$5.6 billion (arcade)

$5.6 billion (retail)

1984

$3.81 billion

$2.29 billion (arcade)

$1.52 billion (retail)

[53]

$8.46 billion

$5.06 billion (arcade)

$3.4 billion (retail)

1983

$3.99 billion

$2.24 billion (arcade)

$1.75 billion (retail)

[54]

$9.19 billion

$5.16 billion (arcade)

$4.03 billion (retail)

1982 $1.33 billion (retail) [55] $3.2 billion (retail)
1978 $600 million
(arcade cabinet sales of Space Invaders)
[56] $2.113 billion
(arcade cabinet sales of Space Invaders)

Overseas exportsEdit

Year Revenue
(nominal, without inflation)
Source(s) Revenue
(inflation-adjusted for 2012)[1]
2012 $9.87 billion (retail) [57] $9.87 billion (retail)
2011

$13.2 billion (total)

$12.89 billion (retail)

$179 million (arcade)

$111 million (online)

[58]

$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)

[59]

$17.4 billion

$17.2 billion (retail)

$176 million (arcade)

2009 $19.75 billion (retail) [60] $21.14 billion (retail)
2008

$26.733 billion

$26.58 billion (retail)

$153 million (arcade)

[61]

$28.7 billion

$28.5 billion (retail)

$164 million (arcade)

2007

$24.13 billion

$23.99 billion (retail)

$136 million (arcade)

[62]

$26.8 billion

$26.6 billion (retail)

$151 million (arcade)

2006

$9.5 billion

$9.202 billion (retail)

$287.1 million (arcade)

[63]

$10.83 billion

$10.5 billion (retail)

$327 million (arcade)

2005

$9.72 billion

$9.42 billion (retail)

$301 million (arcade)

[64]

$11.5 billion

$11.1 billion (retail)

$354 million (arcade)

2004 $5.6 billion (retail) [65] $6.81 billion (retail)
2003 $7.6 billion (retail) [66] $9.5 billion (retail)
2002 $7.6 billion (retail) [67] $9.7 billion (retail)
2001 $8.51 billion (retail) [68] $11.032 billion (retail)
2000 $6.723 billion (retail) [69] $8.964 billion (retail)
1999 $6.1 billion (retail) [70] $8.41 billion (retail)
1998 $5.5 billion (retail) [71] $7.8 billion (retail)
1997 $5.3 billion (retail) [72] $7.6 billion (retail)
1996 $4.61 billion (retail) [73] $6.8 billion (retail)
1995 $3.2 billion (retail) [74] $4.82 billion (retail)
1994 $6.6 billion (retail) [75] $10.22 billion (retail)
1993 $11.52 billion (retail) [76] $18.3 billion (retail)
1992 $3.8 billion
(Sega & Nintendo retail in US)
[77] $6.22 billion
(Sega & Nintendo retail in US)
1991 $4.2 billion
(Sega & Nintendo retail in US)
[78] $7.1 billion
(Sega & Nintendo retail in US)
1990 $4.3 billion
(Sega & Nintendo retail in US)
[79] $7.6 billion
(Sega & Nintendo retail in US)
1989 $3.613 billion
(Sega & Nintendo retail in US)
[80] $6.7 billion
(Sega & Nintendo retail in US)
1988 $1.96 billion (Nintendo retail in US) [81] $3.8 billion (Nintendo retail in US)
1986 $310 million (Nintendo retail in US) [82] $649.4 million (Nintendo retail in US)

See alsoEdit

ReferencesEdit

  1. 1.0 1.1 CPI Inflation Calculator. Bureau of Labor Statistics. Retrieved on 2012-02-22.
  2. https://newzoo.com/insights/countries/japan/
  3. 3.0 3.1 3.2 Japan arcade market in 2015 – ¥573.3 billion (¥422.2 billion operation, ¥151.1 billion equipment) = $7.19 billion
  4. https://newzoo.com/insights/infographics/japanese-games-market-2016/
  5. https://newzoo.com/insights/infographics/newzoo-summer-series-12-japanese-games-market/
  6. Japan, 2013
  7. Japan, 2012
  8. Japan, 2011
  9. Overview of Capcom’s Business and Outlook for the Future, 2012 Report, June 2013
  10. http://techcrunch.com/2012/01/05/japans-video-game-market-2011/
  11. Japan, 2010
  12. http://www.bloomberg.com/news/2011-09-20/samurai-romances-draw-japanese-women-to-video-dating-games-from-gree-tech.html
  13. Japan, 2009
  14. Capcom Market Data, October 2011
  15. Japan, 2008
  16. Sambe, Yukiharu (2009). "Japan’s Arcade Games and Their Technology". Lecture Notes in Computer Science. Entertainment Computing– ICEC 2009 5709: 338. Error: Bad DOI specified. http://www.springerlink.com/content/tkv51714762l3645/. Retrieved 25 January 2012.
  17. Japan, 2007
  18. Smartphones not 'hurting' gaming consoles: Study, The Times of India, 17 September 2013
  19. http://usatoday30.usatoday.com/tech/gaming/2008-10-09-microsoft-japan-gaming_N.htm
  20. Japan, 2006
  21. [5][6]
  22. Japan, 2005
  23. http://news.bbc.co.uk/1/hi/technology/5155786.stm
  24. Japan, 2004
  25. Japan, 2003
  26. http://web.archive.org/web/20041205124344/http://www.capcom.co.jp/ir/english/business/other.html
  27. Japan, 2002
  28. [7] [8]
  29. Japan, 2001
  30. [10] [11] [12] [13]
  31. Japan, 2000
  32. 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.
  33. [14] [15] [16]
  34. Japan, 1999
  35. [17] [18] [19] [20] [21]
  36. Japan, 1998
  37. Japan, 1997
  38. Japan, 1996
  39. http://www.jetlaw.org/wp-content/journal-pdfs/DanRose-NewVideoGame.pdf
  40. Japan, 1995:
  41. Japan, 1994:
  42. 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
  43. Japan, 1993:
  44. http://news.google.com/newspapers?nid=1309&dat=19940207&id=FN9OAAAAIBAJ&sjid=5hMEAAAAIBAJ&pg=2341,2650199
  45. Japan, 1992:
  46. Japan, 1991:
  47. Japan, 1990:
  48. Japan, 1989:
  49. Japan, 1988:
  50. Japan, 1987:
  51. Japan, 1986:
  52. Japan, 1985:
  53. Japan, 1984:
  54. Japan, 1983:
  55. ¥290 billion = $1.33 billion
  56. [24] [25]
  57. ¥1233.4 billion - ¥485 billion = ¥748.4 billion = $9.87 billion
  58. Exports, 2011
  59. Exports, 2010
  60. ¥2249.4 billion (domestic & overseas) - ¥542.6 billion (domestic) = ¥1706.8 billion (overseas) = $19.75 billion
  61. Exports, 2008
  62. Exports, 2007
  63. Exports, 2006
  64. Exports, 2005
  65. ¥566.2 billion = $5.6 billion
  66. ¥786 billion = $7.6 billion
  67. ¥874 billion = $7.6 billion
  68. ¥972 billion = $8.51 billion
  69. ¥683.2 billion [27] [28] = $6.723 billion
  70. ¥619 billion = $6.1 billion
  71. ¥596.1 billion = $5.5 billion
  72. ¥542.7 billion = $5.3 billion
  73. ¥374.7 billion = $4.61 billion
  74. ¥255.7 billion = $3.2 billion
  75. Overseas export revenues, 1994
  76. Overseas export revenues, 1993
  77. Sega & Nintendo revenues in US, 1992
    • Nintendo: $2.453 billion
    • Sega: $1.313 billion
  78. Sega & Nintendo revenues in US, 1991
  79. Sega & Nintendo revenues in US, 1990
  80. Sega & Nintendo revenues in US, 1989
  81. Atari Sues Nintendo, Accuses Rival of Monopolizing Games
  82. Nintendo revives video games, The Press-Courier (July 30, 1989)
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