The percentage of individuals displaying signs of video gaming disorders, including a growing sense of irritation when they cannot engage in game playing, rose 1.6 times to 6 percent in August 2020 from before the health crisis broke out.Īnother problem involves the lottery mechanism called “gacha,” which literally refers to toy vending machines because various materials are dispensed on game apps like capsule toys from those machines. released the results of their study in October last year, showing that people play on smartphones for 3.64 hours on holidays in August 2020, up 8 percent from December 2019 before the pandemic. Such entities as communications carrier KDDI Corp. The smartphone video game market’s growth has some negative aspects. Now that an increasing number of people are demonstrating their prowess on video games through e-sports events, even more consumers are expected to join gaming circles in the future. survey firm data.ai Inc., global spending linked to smartphone games spiked by 35.2 percent in 2021 from 2019 before the coronavirus pandemic stretched out in 2020. to star “horse girls” named after racehorses, became a hit in 2021.īuoyed by smartphone titles’ brisk sales, the global video game sales topped 21 trillion yen in 2021 for the first time.Īccording to an estimate by U.S. “Uma Musume Pretty Derby,” an app put out by Cygames Inc. These days, children often play their first video games on their smartphones.Ī leading smartphone title is known as “Puzzle & Dragons,” which was released by GungHo Online Entertainment Inc. This means sales shot up greater than threefold from a decade earlier.Īs such works are accessible anywhere solely with smartphones, the market of easier-to-play smartphone video games exceeded that of home consoles in 2013. While the home console market was worth 570.5 billion yen in 2021, its smartphone counterpart reached 1.3 trillion yen, accounting for two-thirds of the total. “The video game players’ population, which increased in the coronavirus outbreak, has apparently taken hold.” “Sales were thought to be possibly down in 2021 from the excessive level, but the figure worsened only slightly. “The demand expanded dramatically in 2020 amid the novel coronavirus crisis,” said Mitsunobu Uwatoko, editor-in-chief of the Famitsu video game white paper. The scale would be larger, if relevant products, such as anime works, musical pieces and goods featuring video game characters, are included as well. The market size is comparable to that for barbershops and beauty salons in Japan. However, the risk of video game addiction, combined with the so-called “gacha” system for users to buy in-app items by lottery, are becoming increasingly problematic.Īccording to the 2022 Famitsu video game white paper, released by publisher Kadokawa Group in August, Japan’s gaming market soared from 977.6 billion yen in 2012 to 2.002 trillion yen in 2021.Īlthough the figure dropped 0.8 percent from 2020, video games continue to enjoy strong sales owing to stable demand among consumers who stay longer at home due to the COVID-19 pandemic. Games available on smartphones are generating much hype because they can be played without specialized consoles. The video game market topped 2 trillion yen ($13.91 billion) in 2020, more than doubling in size in 2021 from 10 years earlier. Thanks to the soaring popularity of smartphone-based titles, Japan’s video game market is growing at a lightning speed, although concerns are rising about addictions and excessive payments to apps.
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