Japan Virtual Reality Market

Japan Virtual Reality Market Size, Share & Trends Analysis Report by Component (Hardware, and Software), by System (Non-immersive VR, Semi-immersive VR, and Fully-immersive VR), by Application (Entertainment, Gaming, Tourism, Training & Education, and Others) Forecast Period 2019-2025
    Update Available - Forecast 2024-2030   

Published: Feb 2020 | Report Code: OMR2021047 | Category : Consumer Electronics | Delivery Format: /

Japan virtual reality market is growing at a CAGR of around 33.9% during the forecast period. Japan is one of the countries having well-developed information and communication technology (ICT) infrastructure. Its economic development has always regarded as a model for many technologically fewer progressive countries, the ones which have not yet mastered advanced technology to organizational forms.

In addition, the increasing developments of the VR Parks is also a key factor driving the Japan virtual reality market. For instance, VR park in Japan, a gaming center established in Tokyo, covers an entire floor of a building in the youth culture capital of Shibuya. The person can play all the games in the VR Park for 80 minutes after paying an entrance fee. Some of the VR attractions offered by the theme park are Salomon’s Carpet VR, Icaros, T3R Simulator, Jungle Bungee VR, Circle of Saviors 2018, Mu VR, Welcome to Panic Mansion VR, and Kaiji VR. Moreover, the country has launched a VR Park Tokyo Satellite in Sapporo. Some of the VR attractions offered under the VR Park satellite are VR Rafting, Flying Witch Broom, VR Trolley Coaster, and Jungle Horror. 

Visit for Global Virtual Reality (VR) Market Report at: https://www.omrglobal.com/industry-reports/virtual-reality-market

Further, Dragon Quest VR at the VR Zone in Shinjuku allow players to immerse themselves in one of the most famous Japanese role-playing games (JRPG), the virtual reality (VR) experience allows up to four visitors to team up and play which fuels the growth of the Japan virtual reality market during the forecast period. Moreover, in July 2018, the Bandai Namco collaborated with Vicon and Square Enix, in order to showcase the VR experience in even more depth. Some of the other VR attractions developed in Japan are Aeon LakeTown mori’s VR Centre (Koshigaya City), Tokyo Joypolis (Odaiba), and The Virtual developed by the Huis Ten Bosch (Nagasaki Prefecture).

Research Methodology

The market study of the Japan virtual reality market is incorporated by extensive primary and secondary research conducted by the research team at OMR.  Secondary research has been conducted to refine the available data to breakdown the market in various segments, derive total market size, market forecast, and growth rate. Different approaches have been worked on to derive the market value and market growth rate. Our team collects facts and data related to the market from different geography to provide a better regional outlook. In the report, the country-level analysis is provided by analyzing various regional players, regional tax laws and policies, consumer behavior and macro-economic factors. Numbers extracted from Secondary research have been authenticated by conducting proper primary research. It includes tracking down key people from the industry and interviewing them to validate the data. This enables our analyst to derive the closest possible figures without any major deviations in the actual number. Our analysts try to contact as many executives, managers, key opinion leaders, and industry experts. Primary research brings authenticity to our reports.

Secondary Sources Include

  • Financial reports of companies involved in the market.
  • Whitepapers, research-papers, and news blogs.
  • Company websites and their product catalog.

The report is intended for virtual reality software and service providers, VR devices manufacturers, and other related companies for overall market analysis and competitive analysis. The report provides an in-depth analysis of market size, intended quality of the service preferred by consumers. The report will serve as a source for a 360-degree analysis of the market thoroughly integrating different models.

Market Segmentation

1. Japan Virtual Reality Market Research and Analysis by Component

2. Japan Virtual Reality Market Research and Analysis by System

3. Japan Virtual Reality Market Research and Analysis by Application

The Report Covers

  • Comprehensive research methodology of the Japan Virtual Reality market.
  • This report also includes a detailed and extensive market overview with key analyst insights.
  • An exhaustive analysis of macro and micro factors influencing the market guided by key recommendations.
  • Analysis of regional regulations and other government policies impacting the Japan Virtual Reality market.
  • Insights about market determinants which are stimulating the Japan Virtual Reality market.
  • Detailed and extensive market segments with regional distribution of forecasted revenues.
  • Extensive profiles and recent developments of market players.

1. Report Summary

1.1. Research Methods and Tools

1.2. Market Breakdown

1.2.1. By Segments

2. Market Overview and Insights

2.1. Scope of the Report

2.2. Analyst Insight & Current Market Trends

2.2.1. Key Findings

2.2.2. Recommendations

2.2.3. Conclusion

2.3. Rules & Regulations

3. Competitive Landscape

3.1. Company Share Analysis 

3.2. Key Strategy Analysis

3.3. Key Company Analysis

3.3.1. Overview

3.3.2. Financial Analysis

3.3.3. SWOT Analysis

3.3.4. Recent Developments

4. Market Determinants 

4.1. Motivators

4.2. Restraints

4.3. Opportunities 

5. Market Segmentation

5.1. Japan Virtual Reality Market by Component

5.1.1. Hardware 

5.1.2. Software

5.2. Japan Virtual Reality Market by System

5.2.1. Non-immersive VR

5.2.2. Semi-immersive VR

5.2.3. Fully-immersive VR

5.3. Japan Virtual Reality Market by Application

5.3.1. Entertainment 

5.3.2. Gaming 

5.3.3. Tourism 

5.3.4. Training & Education 

5.3.5. Others (Live Events and Real Estate)

6. Company Profiles

6.1. Apple Inc.

6.2. Google Inc.

6.3. HTC Corp.

6.4. Mechdyne Corp.

6.5. Microsoft Corp.

6.6. Nvidia Corp.

6.7. Oculus VR

6.8. Samsung Electronics Co. Ltd.

6.9. Sony Corp.

6.10.  Vuzix Corp. 

6.11.  Zeiss international

1. JAPAN VIRTUAL REALITY MARKET RESEARCH AND ANALYSIS BY COMPONENT, 2018-2025 ($ MILLION)

2. JAPAN VIRTUAL REALITY MARKET RESEARCH AND ANALYSIS BY SYSTEM, 2018-2025 ($ MILLION)

3. JAPAN VIRTUAL REALITY MARKET RESEARCH AND ANALYSIS BY APPLICATION, 2018-2025 ($ MILLION)


1. JAPAN VIRTUAL REALITY MARKET SHARE BY COMPONENT, 2018 VS 2025 (%)

2. JAPAN VIRTUAL REALITY MARKET SHARE BY SYSTEM, 2018 VS 2025 (%)

3. JAPAN VIRTUAL REALITY MARKET SHARE BY APPLICATION, 2018 VS 2025 (%)