Japan Virtual Reality in Gaming Market Size, Share, By Component (Software, Hardware), By Device (Gaming Console, PC/Desktop, Smartphone), By User (Commercial Spaces, Individual), Japan Virtual Reality in Gaming Market Insights, Industry Trends, Forecasts to 2035
Industry: Electronics, ICT & MediaJapan Virtual Reality in Gaming Market Size Insights Forecasts to 2035
- Japan Virtual Reality in Gaming Market Size 2024: USD 1637.9 Million
- Japan Virtual Reality in Gaming Market Size 2035: USD 6354.2 Million
- Japan Virtual Reality in Gaming Market CAGR 2024: 13.12%
- Japan Virtual Reality in Gaming Market Segments: Component, Device, and User

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Virtual reality in gaming is about very immersive digital gaming experiences which can be achieved by VR software platforms and hardware including VR headsets, motion controllers, and tracking systems. In Japan, VR gaming application extends over console games, PC games, smartphone games, VR arcades, esports venues, and location, based entertainment facilities. Main applications include immersive gameplay, simulation, based gaming, interactive storytelling, competitive multiplayer experiences, and experiential gaming in commercial spaces. The fast growth of this market is attributed to a thriving consumer gaming culture, quick uptake of advanced electronics, and rising demand for immersive entertainment formats.
Technological advancements in features like highs in terms of resolution screens, light and ergonomic headsets, lows such as latency processing, haptic feedback systems, eye-tracking technologies, and artificial intelligence, an improvement in interactive technologies. Initiatives undertaken by the Japanese government in areas like content creation in digitized media, exploratory technologies in XR, and innovation in interactive media technologies keep the industry alive and kicking in the long-run. Metaverse, augmented gaming platforms, cloud-enabled platforms in VR gaming, extension of VR arcades, stronger interactive links to the world of esports, and cross-platform games in development keep the stakes of immersive games innovation in Japan alive.
Market Dynamics of the Japan Virtual Reality in Gaming Market:
The Japan Virtual Reality in Gaming Market Size is influenced by a number of factors, including the high gaming culture in the country, high consumption expenditure by Japanese people on interactive games, adoption of new technologies in games, etc. Furthermore, constant innovations in games are also propelling the virtual reality in gaming market in the nation.
Japan Virtual Reality in Gaming Market Size growth is restrained by high price of a VR headset and compatible hardware, as well as scarcity of top-tier quality VR gaming, motion sickness, and demands for a strong computer system. Additionally, space constraints in residential spaces would also limit adoption of VR in a residential environment.
Opportunities will be great through metaverse gaming environment expansions, new opportunities in cloud-based virtual reality gaming platforms, expansion of location-based virtual reality entertainment concepts, along with greater virtual reality penetration into electronic sports and social gaming. Advancements in lightweight technology, wireless technology, and inter-operability will help unlock new opportunities across the consumer space.
Japan Virtual Reality in Gaming Market Report Coverage
| Report Coverage | Details |
|---|---|
| Base Year: | 2024 |
| Market Size in 2024: | USD 1637.9 million |
| Forecast Period: | 2025-2035 |
| Forecast Period CAGR 2025-2035 : | 13.12% |
| 2035 Value Projection: | USD 6354.2 million |
| Historical Data for: | 2020-2023 |
| No. of Pages: | 195 |
| Tables, Charts & Figures: | 102 |
| Segments covered: | By Component, By Device |
| Companies covered:: | Sony Interactive Entertainment, Sony Group Corporation, Nintendo Co., Ltd., Bandai Namco Entertainment Inc., Square Enix Holdings Co., Ltd., Capcom Co., Ltd., SEGA Corporation, GREE, Inc., COLOPL, Inc., Meta Platforms, Inc., HTC Corporation, Microsoft Corporation and Other Key Players |
| Pitfalls & Challenges: | and COVID-19 Impact Analysis |
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Market Segmentation
The Japan virtual reality in gaming market share is classified into component, device, and user.
By Component:
The Japan Virtual Reality in Gaming Market Size is divided by component into software and hardware. Among these, the software segment dominated the share in 2024 and is anticipated to grow at a remarkable CAGR during the forecast period. This is because of continued updates for games, enhancements to immersive gaming experiences, constant innovative updates to their operating software, thriving developer platforms, VR games offerings, and the ever-increasing demand for top-notch interactive experiences.
By Device:
The Japan Virtual Reality in Gaming Market Size is divided by device into gaming console, PC/desktop, and smartphone. Among these, the gaming console segment dominated the share in 2024 and is anticipated to grow at a remarkable CAGR during the forecast period. This is due to optimal VR technology capabilities, loyal customer base, unique games content, integration of hardware and software, processing power, immersive product experience, and household adoption of consoles as a source of entertainment in Japanese society.
By User:
The Japan Virtual Reality in Gaming Market Size is divided by user into commercial spaces and individual. Among these, the individual segment dominated the share in 2024 and is anticipated to grow at a remarkable CAGR during the forecast period. Due in part to a growing trend in home entertainment spending, escalating affordability of VR gadgets, proliferation of gaming culture, demand for immersive personal experiences, vast escalating contents, and heightened engagements, specifically from younger generations of Japanese that play VR Gaming at home.
Competitive Analysis:
The report offers the appropriate analysis of the key organisations/companies involved within the Japan Virtual Reality in Gaming Market Size, along with a comparative evaluation primarily based on their product offering, business overviews, geographic presence, enterprise strategies, segment market share, and SWOT analysis. The report also provides an elaborative analysis focusing on the current news and developments of the companies, which includes product development, innovations, joint ventures, partnerships, mergers & acquisitions, strategic alliances, and others. This allows for the evaluation of the overall competition within the market.
Top Key Companies in Japan Virtual Reality in Gaming Market:
- Sony Interactive Entertainment
- Sony Group Corporation
- Nintendo Co., Ltd.
- Bandai Namco Entertainment Inc.
- Square Enix Holdings Co., Ltd.
- Capcom Co., Ltd.
- SEGA Corporation
- GREE, Inc.
- COLOPL, Inc.
- Meta Platforms, Inc.
- HTC Corporation
- Microsoft Corporation
- Others
Recent Developments in Japan Virtual Reality in Gaming Market:
- In January 2025, "Arken Age" was introduced on PC-based VR devices and PlayStation VR2. The game's launch represents further developments in high-quality VR game development for PC-based devices and PlayStation VR2, focusing on immersion, interactivity, and picture quality to enable further advancement in PC-based high-quality game development for VR devices.
Key Target Audience
- Market Players
- Investors
- End-users
- Government Authorities
- Consulting and Research Firm
- Venture capitalists
- Value-Added Resellers (VARs)
Market Segment
This study forecasts revenue at the Japan, regional, and country levels from 2020 to 2035. Spherical Insights has segmented the Japan Virtual Reality in Gaming Market Size based on the below-mentioned segments:
Virtual Reality in Gaming Market, By Component
- Hardware
- Software
Virtual Reality in Gaming Market, By Device Type
- Gaming Console
- PC/Desktop
- Smartphone
Virtual Reality in Gaming Market, By End User
- Individual
- Commercial Spaces
Frequently Asked Questions (FAQ)
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Q: What is the Japan virtual reality in gaming market size?A: Japan virtual reality in gaming market is expected to grow from USD 1,637.9 million in 2024 to USD 6,354.2 million by 2035, registering a CAGR of 13.12% during the forecast period 2025-2035.
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Q: What are the key growth drivers of the market?A: Market growth is driven by Japan’s strong gaming culture, high consumer spending on interactive entertainment, rapid adoption of advanced electronics, growing demand for immersive gaming experiences, and continuous innovation in VR hardware, software, and content ecosystems.
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Q: What factors restrain the Japan virtual reality in gaming market?A: Key restraints include the high cost of VR headsets and compatible hardware, limited availability of premium VR gaming content, motion sickness concerns, high system performance requirements, and space constraints in residential environments.
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Q: Which segment dominated the market in 2024?A: In 2024, the software segment led by component, the gaming console segment led by device, and the individual user segment led by end user, supported by strong content demand, console-led ecosystems, and rising home-based immersive gaming adoption.
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Q: What are the major opportunities in the Japan virtual reality in gaming market?A: Opportunities include expansion of metaverse-based gaming environments, growth of cloud-enabled VR gaming platforms, rising adoption of location-based VR entertainment, deeper integration with esports and social gaming, and advancements in lightweight, wireless, and interoperable VR technologies.
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Q: Who are the key players in the Japan virtual reality in gaming market?A: Key companies include Sony Interactive Entertainment, Sony Group Corporation, Nintendo Co., Ltd., Bandai Namco Entertainment Inc., Square Enix Holdings Co., Ltd., Capcom Co., Ltd., SEGA Corporation, GREE, Inc., COLOPL, Inc., Meta Platforms, Inc., HTC Corporation, Microsoft Corporation, and others.
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Q: Who are the target audiences for this market report?A: The report targets market players, investors, end-users, government authorities, consulting and research firms, venture capitalists, and value-added resellers (VARs).
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