| Product Code: ETC7738791 | Publication Date: Sep 2024 | Updated Date: Aug 2025 | Product Type: Market Research Report | |
| Publisher: 6Wresearch | Author: Vasudha | No. of Pages: 75 | No. of Figures: 35 | No. of Tables: 20 |
1 Executive Summary |
2 Introduction |
2.1 Key Highlights of the Report |
2.2 Report Description |
2.3 Market Scope & Segmentation |
2.4 Research Methodology |
2.5 Assumptions |
3 Japan Games Streaming Market Overview |
3.1 Japan Country Macro Economic Indicators |
3.2 Japan Games Streaming Market Revenues & Volume, 2021 & 2031F |
3.3 Japan Games Streaming Market - Industry Life Cycle |
3.4 Japan Games Streaming Market - Porter's Five Forces |
3.5 Japan Games Streaming Market Revenues & Volume Share, By Offering, 2021 & 2031F |
3.6 Japan Games Streaming Market Revenues & Volume Share, By Device Type, 2021 & 2031F |
3.7 Japan Games Streaming Market Revenues & Volume Share, By Solution Type, 2021 & 2031F |
3.8 Japan Games Streaming Market Revenues & Volume Share, By Gamer Type, 2021 & 2031F |
3.9 Japan Games Streaming Market Revenues & Volume Share, By Deployment, 2021 & 2031F |
3.10 Japan Games Streaming Market Revenues & Volume Share, By Gaming System, 2021 & 2031F |
4 Japan Games Streaming Market Dynamics |
4.1 Impact Analysis |
4.2 Market Drivers |
4.2.1 Increasing demand for interactive and immersive gaming experiences |
4.2.2 Growth in internet and mobile penetration rates in Japan |
4.2.3 Rising popularity of esports and competitive gaming in the region |
4.3 Market Restraints |
4.3.1 Regulatory challenges related to content licensing and intellectual property rights |
4.3.2 Competition from traditional gaming platforms and consoles |
4.3.3 Connectivity and infrastructure issues impacting streaming quality |
5 Japan Games Streaming Market Trends |
6 Japan Games Streaming Market, By Types |
6.1 Japan Games Streaming Market, By Offering |
6.1.1 Overview and Analysis |
6.1.2 Japan Games Streaming Market Revenues & Volume, By Offering, 2021- 2031F |
6.1.3 Japan Games Streaming Market Revenues & Volume, By Infrastructure, 2021- 2031F |
6.1.4 Japan Games Streaming Market Revenues & Volume, By Compute, 2021- 2031F |
6.1.5 Japan Games Streaming Market Revenues & Volume, By Memory, 2021- 2031F |
6.1.6 Japan Games Streaming Market Revenues & Volume, By Storage, 2021- 2031F |
6.1.7 Japan Games Streaming Market Revenues & Volume, By Gaming Platform Services, 2021- 2031F |
6.1.8 Japan Games Streaming Market Revenues & Volume, By Content Service, 2021- 2031F |
6.2 Japan Games Streaming Market, By Device Type |
6.2.1 Overview and Analysis |
6.2.2 Japan Games Streaming Market Revenues & Volume, By Smartphones, 2021- 2031F |
6.2.3 Japan Games Streaming Market Revenues & Volume, By Tablets, 2021- 2031F |
6.2.4 Japan Games Streaming Market Revenues & Volume, By Gaming Consoles, 2021- 2031F |
6.2.5 Japan Games Streaming Market Revenues & Volume, By Personal Computers and Laptops, 2021- 2031F |
6.2.6 Japan Games Streaming Market Revenues & Volume, By Smart Televisions, 2021- 2031F |
6.2.7 Japan Games Streaming Market Revenues & Volume, By Head-Mounted Displays, 2021- 2031F |
6.3 Japan Games Streaming Market, By Solution Type |
6.3.1 Overview and Analysis |
6.3.2 Japan Games Streaming Market Revenues & Volume, By Video Streaming, 2021- 2031F |
6.3.3 Japan Games Streaming Market Revenues & Volume, By File Streaming, 2021- 2031F |
6.4 Japan Games Streaming Market, By Gamer Type |
6.4.1 Overview and Analysis |
6.4.2 Japan Games Streaming Market Revenues & Volume, By Casual Gamers, 2021- 2031F |
6.4.3 Japan Games Streaming Market Revenues & Volume, By Avid gamers, 2021- 2031F |
6.4.4 Japan Games Streaming Market Revenues & Volume, By Hard-Core Gamers/ Professional, 2021- 2031F |
6.4.5 Japan Games Streaming Market Revenues & Volume, By Lifestyle Gamer, 2021- 2031F |
6.5 Japan Games Streaming Market, By Deployment |
6.5.1 Overview and Analysis |
6.5.2 Japan Games Streaming Market Revenues & Volume, By Public Cloud, 2021- 2031F |
6.5.3 Japan Games Streaming Market Revenues & Volume, By Hybrid Cloud, 2021- 2031F |
6.5.4 Japan Games Streaming Market Revenues & Volume, By Private Cloud, 2021- 2031F |
6.6 Japan Games Streaming Market, By Gaming System |
6.6.1 Overview and Analysis |
6.6.2 Japan Games Streaming Market Revenues & Volume, By G-Cluster, 2021- 2031F |
6.6.3 Japan Games Streaming Market Revenues & Volume, By PlayStation, 2021- 2031F |
6.6.4 Japan Games Streaming Market Revenues & Volume, By Stream My Game, 2021- 2031F |
6.6.5 Japan Games Streaming Market Revenues & Volume, By Steam in Home Streaming, 2021- 2031F |
6.6.6 Japan Games Streaming Market Revenues & Volume, By Remote Play, 2021- 2031F |
6.6.7 Japan Games Streaming Market Revenues & Volume, By Others, 2021- 2031F |
7 Japan Games Streaming Market Import-Export Trade Statistics |
7.1 Japan Games Streaming Market Export to Major Countries |
7.2 Japan Games Streaming Market Imports from Major Countries |
8 Japan Games Streaming Market Key Performance Indicators |
8.1 Average viewing duration per user |
8.2 Number of active users on the platform |
8.3 Engagement metrics such as chat activity and participation in live events |
9 Japan Games Streaming Market - Opportunity Assessment |
9.1 Japan Games Streaming Market Opportunity Assessment, By Offering, 2021 & 2031F |
9.2 Japan Games Streaming Market Opportunity Assessment, By Device Type, 2021 & 2031F |
9.3 Japan Games Streaming Market Opportunity Assessment, By Solution Type, 2021 & 2031F |
9.4 Japan Games Streaming Market Opportunity Assessment, By Gamer Type, 2021 & 2031F |
9.5 Japan Games Streaming Market Opportunity Assessment, By Deployment, 2021 & 2031F |
9.6 Japan Games Streaming Market Opportunity Assessment, By Gaming System, 2021 & 2031F |
10 Japan Games Streaming Market - Competitive Landscape |
10.1 Japan Games Streaming Market Revenue Share, By Companies, 2024 |
10.2 Japan Games Streaming Market Competitive Benchmarking, By Operating and Technical Parameters |
11 Company Profiles |
12 Recommendations |
13 Disclaimer |
Export potential enables firms to identify high-growth global markets with greater confidence by combining advanced trade intelligence with a structured quantitative methodology. The framework analyzes emerging demand trends and country-level import patterns while integrating macroeconomic and trade datasets such as GDP and population forecasts, bilateral import–export flows, tariff structures, elasticity differentials between developed and developing economies, geographic distance, and import demand projections. Using weighted trade values from 2020–2024 as the base period to project country-to-country export potential for 2030, these inputs are operationalized through calculated drivers such as gravity model parameters, tariff impact factors, and projected GDP per-capita growth. Through an analysis of hidden potentials, demand hotspots, and market conditions that are most favorable to success, this method enables firms to focus on target countries, maximize returns, and global expansion with data, backed by accuracy.
By factoring in the projected importer demand gap that is currently unmet and could be potential opportunity, it identifies the potential for the Exporter (Country) among 190 countries, against the general trade analysis, which identifies the biggest importer or exporter.
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