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    Japan Immersive Technology in Gaming Industry Market

    ID: MRFR/ICT/58959-HCR
    200 Pages
    Aarti Dhapte
    September 2025

    Japan Immersive Technology in Gaming Industry Market Research Report By Component (Hardware, Head-Mounted Display (HMD), Gesture Tracking Devices (GTD), Projectors & Display Walls (PDW), Software/Platform, Services, Professional and Managed), By Technology (Mixed Reality (MR), Virtual Reality (VR), Augmented Reality (AR), 360 Film) and By Application (Training & Learning, Emergency Services, Product Development, Sales & Marketing)- Forecast to 2035

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    Japan Immersive Technology in Gaming Industry Market Research Report - Forecast to 2035 Infographic
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    Table of Contents

    Japan Immersive Technology in Gaming Industry Market Summary

    The Japan Immersive Technology in Gaming Industry is projected to grow significantly, reaching 35 USD Billion by 2035.

    Key Market Trends & Highlights

    Japan Immersive Technology in Gaming Industry Key Trends and Highlights

    • The market valuation is expected to increase from 12.5 USD Billion in 2024 to 35 USD Billion by 2035.
    • The compound annual growth rate (CAGR) is anticipated to be 9.81 percent from 2025 to 2035.
    • This growth trajectory indicates a robust expansion in the adoption of immersive technologies within the gaming sector.
    • Growing adoption of immersive technology due to increasing consumer demand for enhanced gaming experiences is a major market driver.

    Market Size & Forecast

    2024 Market Size 12.5 (USD Billion)
    2035 Market Size 35 (USD Billion)
    CAGR (2025 - 2035) 9.81%

    Major Players

    Toyota Motor Corporation (JP), Sony Group Corporation (JP), Mitsubishi UFJ Financial Group (JP), SoftBank Group Corp. (JP), Honda Motor Co., Ltd. (JP), Hitachi, Ltd. (JP), Panasonic Corporation (JP), Nippon Telegraph and Telephone Corporation (JP), Canon Inc. (JP)

    Japan Immersive Technology in Gaming Industry Market Trends

    Several important market factors are making immersive technology in the gaming business quite popular in Japan. The country's strong gaming culture, which is seen from its global impact and the popularity of its games, makes people more likely to use technologies like virtual reality (VR) and augmented reality (AR). Japanese gamers are looking for new ways to play games, and this need is pushing creators to add immersive technologies to their games. Because of this, hybrid gaming solutions that mix traditional gameplay with immersive components are likely to do well.

    Japan is likewise full of opportunities because it is open to new technologies and platforms.

    The next Tokyo Olympic Games will show off new technology, which has made developers want to look at how immersive technologies may be used in entertainment outside of games, such as virtual events and real-time multiplayer experiences. More and more gaming companies are working with tech companies, which opens the door for creative solutions that use VR and AR in new ways. Mobile gaming, which is quite popular in Japan, is adding more and more immersive components, according to recent trends.

    Many mobile games now use AR to make the experience better, letting players interact with their environment while they play.

    Another important trend is the rise of esports in Japan, which makes for more immersive viewing experiences. Gamers and viewers want more fun and interactive ways to play and watch, which is why VR-based watching alternatives are becoming increasingly popular. In Japan, immersive technology and gaming are coming together in new ways, thanks to a passionate consumer base and a long history of innovation in the gaming industry.

    Japan Immersive Technology in Gaming Industry Market Drivers

    Market Segment Insights

    Immersive Technology in Gaming Industry Market Component Insights

    The Component segment within the Japan Immersive Technology in Gaming Industry Market continues to evolve, driven by rapid technological advancements and shifting consumer preferences. Japan's distinct gaming culture, rich in innovation and creativity, enhances the importance of high-quality components that elevate user experiences. Among these components, Hardware plays a crucial role, serving as the backbone for immersive experiences, indicating robust industry growth as consumers seek out superior performance for gaming rigs.

    Head-Mounted Displays (HMD) have gained significant traction, becoming a staple in immersive gaming, offering players an unparalleled level of engagement and interaction within virtual environments, thereby establishing a strong market presence. 

    Gesture Tracking Devices (GTD) are becoming increasingly essential as they facilitate natural interactions in gaming, bridging the gap between physical movements and virtual actions, which aligns with the growing demand for more immersive and physically interactive experiences. Moreover, Projectors and Display Walls (PDW) significantly enhance collaborative gaming environments, enabling multi-player experiences that appeal to both casual gamers and professionals alike in arcades and gaming lounges across Japan. The Software/Platform segment represents a vital component as it encompasses the various applications and systems that support immersive gameplay, ensuring content is not only engaging but also optimized for various hardware.

    Additionally, Servicesincluding customer support, maintenance, and consultancyplay a key role in ensuring seamless user experiences, increasing the value-add for consumers in the gaming industry. 

    Professional and Managed services are also gaining importance as businesses, ranging from gaming developers to event organizers, seek expert support to leverage immersive technology effectively, ensuring that customers can engage with their products at the highest levels. Japan's commitment to innovation, along with the government's support for technology development and creative industries, further fuels growth in this sector, as regulations and funding initiatives help facilitate advancements in immersive technology. The market dynamics underscore the Component segment's integral role in shaping Japan's future in gaming, catering to a diverse audience with an appetite for sophisticated and engaging gaming experiences.

    Immersive Technology in Gaming Industry Market Technology Insights

    The Japan Immersive Technology in Gaming Industry Market is witnessing substantial growth, driven by advancements in key technologies such as Mixed Reality (MR), Virtual Reality (VR), Augmented Reality (AR), and 360 Film. This growth is supported by a strong interest in gaming experiences that blend the real and virtual worlds, enabling more engaging and interactive play. Virtual Reality is particularly significant as it immerses users in a fully digital environment, creating rich narrative experiences that appeal to gamers. 

    Meanwhile, Augmented Reality has gained traction in mobile gaming, enhancing gameplay by overlaying digital elements onto the physical world, making it a dominant force in the industry.On the other hand, Mixed Reality combines elements of both, providing unique experiences that integrate real-world interactions with digital content. Furthermore, 360 Film offers a novel storytelling approach, captivating audiences with its immersive visual elements.

    As Japan invests heavily in technology and 5G infrastructure, these immersive technologies are expected to revolutionize the gaming landscape, attracting both developers and players alike, and contributing to the overall growth of the Japan Immersive Technology in Gaming Industry Market.

    Immersive Technology in Gaming Industry Market Application Insights

    The Application segment of the Japan Immersive Technology in Gaming Industry Market is diverse, encompassing areas such as Training and Learning, Emergency Services, Product Development, and Sales and Marketing. Training and Learning applications have gained traction, particularly in corporate environments where simulation-based learning enhances skills and retention. Emergency Services also leverage immersive technologies for realistic training simulations, enhancing preparedness among first responders. Similarly, Product Development benefits significantly from immersive tools, allowing for iterative design processes that can capture user feedback in real-time, streamlining the path from concept to final product.

    Sales and Marketing applications use immersive experiences to engage potential customers, allowing them to interact with products in a virtual environment, which enhances the consumer journey. Overall, the Japan Immersive Technology in Gaming Industry Market segmentation underscores the transformative potential of immersive technologies across various sectors in Japan, driven by a growing demand for innovative solutions that improve training efficacy, operational readiness, and consumer engagement. These segments reflect trends toward enhanced interactivity and realism, highlighting opportunities for businesses to leverage technology for competitive advantage in an evolving market landscape.

    Get more detailed insights about Japan Immersive Technology in Gaming Industry Market Research Report - Forecast to 2035

    Regional Insights

    Key Players and Competitive Insights

    The Japan Immersive Technology in Gaming Industry Market is increasingly becoming a dynamic sector characterized by rapid advancements and growing consumer interest. This market encompasses a variety of innovations such as Virtual Reality, Augmented Reality, and Mixed Reality, enhancing the overall gaming experiences for players. A competitive landscape filled with multiple key players is driving ongoing technological improvements and diverse gaming solutions. As Japan embraces its cultural heritage while integrating modern technology, the immersive gaming market reflects the unique intersection of traditional narratives and cutting-edge digital interactions. 

    These competitive insights reveal an environment where companies endeavor to outpace one another through creativity, technology adoption, and collaborative partnerships, reflecting the distinctive needs of Japanese gamers.Namco Bandai stands out in the Japan Immersive Technology in Gaming Industry Market by blending its rich legacy in gaming with immersive technology innovations. The company offers a range of popular franchises that benefit from the application of immersive tech, enabling unique gameplay experiences. With offerings such as virtual reality adaptations of beloved titles, Namco Bandai enhances familiarity through engaging storytelling that resonates with Japanese audiences. 

    The company has been actively involved in collaborations and partnerships to bring state-of-the-art VR experiences to its fanbase, highlighting its dedication to remaining at the forefront of this technology. Moreover, Namco Bandai's strategic mergers and acquisitions have enabled the company to bolster its technological capabilities and further its competitive edge in the gaming market. This adaptive approach, coupled with the ability to engage effectively with local consumers, positions Namco Bandai as a formidable contender in the immersive gaming landscape in Japan.

    Key Companies in the Japan Immersive Technology in Gaming Industry Market market include

    Industry Developments

    Recent developments in the Japan Immersive Technology in Gaming Industry Market highlight significant advancements and investments by leading companies. Namco Bandai recently launched a new title that incorporates immersive technology, confirming the company's commitment to innovation in the gaming sector. In terms of mergers and acquisitions, Square Enix announced an acquisition in September 2023, strengthening its portfolio of immersive gaming experiences. Nintendo is also ramping up its efforts in immersive technologies with new game announcements that promise an engaging user experience. 

    This momentum has positively impacted the market valuation of these companies, reflecting a growing interest in immersive gaming solutions. Over the past few years, Japan's immersive gaming landscape has witnessed rapid growth, influenced by consumer demand for more engaging and interactive experiences, particularly evident in the rise of augmented and virtual reality gaming applications.

    Market Segmentation

    Immersive Technology in Gaming Industry Market Component Outlook

    • Hardware
    • Head-Mounted Display (HMD)
    • Gesture Tracking Devices (GTD)
    • Projectors & Display Walls (PDW)
    • Software/Platform
    • Services
    • Professional and Managed

    Immersive Technology in Gaming Industry Market Technology Outlook

    • Mixed Reality (MR)
    • Virtual Reality (VR)
    • Augmented Reality (AR)
    • 360 Film

    Immersive Technology in Gaming Industry Market Application Outlook

    • Training & Learning
    • Emergency Services
    • Product Development
    • Sales & Marketing

    Report Scope

     

    Report Attribute/Metric Source: Details
    MARKET SIZE 2023 503.34(USD Million)
    MARKET SIZE 2024 636.82(USD Million)
    MARKET SIZE 2035 1277.65(USD Million)
    COMPOUND ANNUAL GROWTH RATE (CAGR) 6.534% (2025 - 2035)
    REPORT COVERAGE Revenue Forecast, Competitive Landscape, Growth Factors, and Trends
    BASE YEAR 2024
    MARKET FORECAST PERIOD 2025 - 2035
    HISTORICAL DATA 2019 - 2024
    MARKET FORECAST UNITS USD Million
    KEY COMPANIES PROFILED Oculus, Namco Bandai, DMM Games, Square Enix, FromSoftware, Nintendo, Konami, Gree, Sony, Epic Games, Microsoft, Sega Sammy, Capcom, Unity Technologies
    SEGMENTS COVERED Component, Technology, Application
    KEY MARKET OPPORTUNITIES VR gaming experiences expansion, AR technology integration, eSports immersive environments, Social gaming platforms growth, Mobile immersive gaming advancements
    KEY MARKET DYNAMICS Advancements in VR technology, Increasing demand for AR experiences, Growing investments in gaming startups, Strong mobile gaming culture, Enhancing social gaming interactions
    COUNTRIES COVERED Japan

    Market Highlights

    Author
    Aarti Dhapte
    Team Lead - Research

    She holds an experience of about 6+ years in Market Research and Business Consulting, working under the spectrum of Information Communication Technology, Telecommunications and Semiconductor domains. Aarti conceptualizes and implements a scalable business strategy and provides strategic leadership to the clients. Her expertise lies in market estimation, competitive intelligence, pipeline analysis, customer assessment, etc.

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    FAQs

    What is the projected market size of the Japan Immersive Technology in Gaming Industry Market in 2024?

    The market is expected to be valued at 636.82 million USD in 2024.

    What is the expected market growth for the Japan Immersive Technology in Gaming Industry Market by 2035?

    By 2035, the market is projected to reach a value of 1277.65 million USD.

    What is the compound annual growth rate (CAGR) for the Japan Immersive Technology in Gaming Industry Market from 2025 to 2035?

    The expected CAGR for the market is 6.534% during the forecast period from 2025 to 2035.

    Which company is expected to have a significant market share in the Japan Immersive Technology in Gaming Industry?

    Major players in this market include Oculus, Sony, and Square Enix among others.

    What is the market value for Hardware in the Japan Immersive Technology in Gaming Industry in 2024?

    The market value for Hardware in 2024 is expected to be 191.64 million USD.

    How much is the Head-Mounted Display (HMD) segment valued at in the year 2024?

    The Head-Mounted Display (HMD) segment is projected to be valued at 230.1 million USD in 2024.

    What is the market size of Gesture Tracking Devices (GTD) in 2024?

    The Gesture Tracking Devices (GTD) segment is expected to be valued at 95.19 million USD in 2024.

    What is the projected market value for Software/Platform in the Japan Immersive Technology in Gaming Industry by 2035?

    By 2035, the Software/Platform segment is expected to be valued at 114.16 million USD.

    What is the expected market value for Projectors & Display Walls (PDW) in the year 2024?

    The expected market value for Projectors & Display Walls (PDW) in 2024 is 63.75 million USD.

    What growth opportunities are anticipated in the Japan Immersive Technology in Gaming Industry Market?

    The increasing adoption of immersive technologies in gaming is expected to drive significant growth in the market.

    1. EXECUTIVE
    2. SUMMARY
    3. Market Overview
    4. Key Findings
    5. Market Segmentation
    6. Competitive Landscape
    7. Challenges and Opportunities
    8. Future Outlook
    9. MARKET INTRODUCTION
    10. Definition
    11. Scope of the study
    12. Research Objective
    13. Assumption
    14. Limitations
    15. RESEARCH
    16. METHODOLOGY
    17. Overview
    18. Data
    19. Mining
    20. Secondary Research
    21. Primary
    22. Research
    23. Primary Interviews and Information Gathering
    24. Process
    25. Breakdown of Primary Respondents
    26. Forecasting
    27. Model
    28. Market Size Estimation
    29. Bottom-Up
    30. Approach
    31. Top-Down Approach
    32. Data
    33. Triangulation
    34. Validation
    35. MARKET
    36. DYNAMICS
    37. Overview
    38. Drivers
    39. Restraints
    40. Opportunities
    41. MARKET FACTOR ANALYSIS
    42. Value chain Analysis
    43. Porter's
    44. Five Forces Analysis
    45. Bargaining Power of Suppliers
    46. Bargaining
    47. Power of Buyers
    48. Threat of New Entrants
    49. Threat
    50. of Substitutes
    51. Intensity of Rivalry
    52. COVID-19
    53. Impact Analysis
    54. Market Impact Analysis
    55. Regional
    56. Impact
    57. Opportunity and Threat Analysis
    58. Japan
    59. Immersive Technology in Gaming Industry Market, BY Component (USD Million)
    60. Hardware
    61. Head-Mounted
    62. Display (HMD)
    63. Gesture Tracking Devices (GTD)
    64. Projectors
    65. & Display Walls (PDW)
    66. Software/Platform
    67. Services
    68. Professional
    69. and Managed
    70. Japan Immersive
    71. Technology in Gaming Industry Market, BY Technology (USD Million)
    72. Mixed
    73. Reality (MR)
    74. Virtual Reality (VR)
    75. Augmented
    76. Reality (AR)
    77. Film
    78. Japan
    79. Immersive Technology in Gaming Industry Market, BY Application (USD Million)
    80. Training
    81. & Learning
    82. Emergency Services
    83. Product
    84. Development
    85. Sales & Marketing
    86. Competitive Landscape
    87. Overview
    88. Competitive
    89. Analysis
    90. Market share Analysis
    91. Major
    92. Growth Strategy in the Immersive Technology in Gaming Industry Market
    93. Competitive
    94. Benchmarking
    95. Leading Players in Terms of Number of Developments
    96. in the Immersive Technology in Gaming Industry Market
    97. Key
    98. developments and growth strategies
    99. New Product Launch/Service
    100. Deployment
    101. Merger & Acquisitions
    102. Joint
    103. Ventures
    104. Major Players Financial Matrix
    105. Sales
    106. and Operating Income
    107. Major Players R&D Expenditure.
    108. Company
    109. Profiles
    110. Oculus
    111. Financial
    112. Overview
    113. Products Offered
    114. Key
    115. Developments
    116. SWOT Analysis
    117. Key
    118. Strategies
    119. Namco Bandai
    120. Financial
    121. Overview
    122. Products Offered
    123. Key
    124. Developments
    125. SWOT Analysis
    126. Key
    127. Strategies
    128. DMM Games
    129. Financial
    130. Overview
    131. Products Offered
    132. Key
    133. Developments
    134. SWOT Analysis
    135. Key
    136. Strategies
    137. Square Enix
    138. Financial
    139. Overview
    140. Products Offered
    141. Key
    142. Developments
    143. SWOT Analysis
    144. Key
    145. Strategies
    146. FromSoftware
    147. Financial
    148. Overview
    149. Products Offered
    150. Key
    151. Developments
    152. SWOT Analysis
    153. Key
    154. Strategies
    155. Nintendo
    156. Financial
    157. Overview
    158. Products Offered
    159. Key
    160. Developments
    161. SWOT Analysis
    162. Key
    163. Strategies
    164. Konami
    165. Financial
    166. Overview
    167. Products Offered
    168. Key
    169. Developments
    170. SWOT Analysis
    171. Key
    172. Strategies
    173. Gree
    174. Financial
    175. Overview
    176. Products Offered
    177. Key
    178. Developments
    179. SWOT Analysis
    180. Key
    181. Strategies
    182. Sony
    183. Financial
    184. Overview
    185. Products Offered
    186. Key
    187. Developments
    188. SWOT Analysis
    189. Key
    190. Strategies
    191. Epic Games
    192. Financial
    193. Overview
    194. Products Offered
    195. Key
    196. Developments
    197. SWOT Analysis
    198. Key
    199. Strategies
    200. Microsoft
    201. Financial
    202. Overview
    203. Products Offered
    204. Key
    205. Developments
    206. SWOT Analysis
    207. Key
    208. Strategies
    209. Sega Sammy
    210. Financial
    211. Overview
    212. Products Offered
    213. Key
    214. Developments
    215. SWOT Analysis
    216. Key
    217. Strategies
    218. Capcom
    219. Financial
    220. Overview
    221. Products Offered
    222. Key
    223. Developments
    224. SWOT Analysis
    225. Key
    226. Strategies
    227. Unity Technologies
    228. Financial
    229. Overview
    230. Products Offered
    231. Key
    232. Developments
    233. SWOT Analysis
    234. Key
    235. Strategies
    236. References
    237. Related
    238. Reports
    239. LIST
    240. OF ASSUMPTIONS
    241. Japan Immersive Technology in Gaming Industry
    242. Market SIZE ESTIMATES & FORECAST, BY COMPONENT, 2019-2035 (USD Billions)
    243. Japan
    244. Immersive Technology in Gaming Industry Market SIZE ESTIMATES & FORECAST, BY
    245. TECHNOLOGY, 2019-2035 (USD Billions)
    246. Japan Immersive
    247. Technology in Gaming Industry Market SIZE ESTIMATES & FORECAST, BY APPLICATION,
    248. 2035 (USD Billions)
    249. PRODUCT LAUNCH/PRODUCT DEVELOPMENT/APPROVAL
    250. ACQUISITION/PARTNERSHIP
    251. LIST
    252. Of figures
    253. MARKET SYNOPSIS
    254. JAPAN
    255. IMMERSIVE TECHNOLOGY IN GAMING INDUSTRY MARKET ANALYSIS BY COMPONENT
    256. JAPAN
    257. IMMERSIVE TECHNOLOGY IN GAMING INDUSTRY MARKET ANALYSIS BY TECHNOLOGY
    258. JAPAN
    259. IMMERSIVE TECHNOLOGY IN GAMING INDUSTRY MARKET ANALYSIS BY APPLICATION
    260. KEY
    261. BUYING CRITERIA OF IMMERSIVE TECHNOLOGY IN GAMING INDUSTRY MARKET
    262. RESEARCH
    263. PROCESS OF MRFR
    264. DRO ANALYSIS OF IMMERSIVE TECHNOLOGY
    265. IN GAMING INDUSTRY MARKET
    266. DRIVERS IMPACT ANALYSIS: IMMERSIVE
    267. TECHNOLOGY IN GAMING INDUSTRY MARKET
    268. RESTRAINTS IMPACT
    269. ANALYSIS: IMMERSIVE TECHNOLOGY IN GAMING INDUSTRY MARKET
    270. SUPPLY
    271. / VALUE CHAIN: IMMERSIVE TECHNOLOGY IN GAMING INDUSTRY MARKET
    272. IMMERSIVE
    273. TECHNOLOGY IN GAMING INDUSTRY MARKET, BY COMPONENT, 2025 (% SHARE)
    274. IMMERSIVE
    275. TECHNOLOGY IN GAMING INDUSTRY MARKET, BY COMPONENT, 2019 TO 2035 (USD Billions)
    276. IMMERSIVE
    277. TECHNOLOGY IN GAMING INDUSTRY MARKET, BY TECHNOLOGY, 2025 (% SHARE)
    278. IMMERSIVE
    279. TECHNOLOGY IN GAMING INDUSTRY MARKET, BY TECHNOLOGY, 2019 TO 2035 (USD Billions)
    280. IMMERSIVE
    281. TECHNOLOGY IN GAMING INDUSTRY MARKET, BY APPLICATION, 2025 (% SHARE)
    282. IMMERSIVE
    283. TECHNOLOGY IN GAMING INDUSTRY MARKET, BY APPLICATION, 2019 TO 2035 (USD Billions)
    284. BENCHMARKING
    285. OF MAJOR COMPETITORS

    Japan Immersive Technology in Gaming Industry Market Segmentation

     

    • Immersive Technology in Gaming Industry Market By Component (USD Million, 2019-2035)

      • Hardware
      • Head-Mounted Display (HMD)
      • Gesture Tracking Devices (GTD)
      • Projectors & Display Walls (PDW)
      • Software/Platform
      • Services
      • Professional and Managed

     

    • Immersive Technology in Gaming Industry Market By Technology (USD Million, 2019-2035)

      • Mixed Reality (MR)
      • Virtual Reality (VR)
      • Augmented Reality (AR)
      • 360 Film

     

    • Immersive Technology in Gaming Industry Market By Application (USD Million, 2019-2035)

      • Training & Learning
      • Emergency Services
      • Product Development
      • Sales & Marketing

     

     

     

     

     

     

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