Nintendo has announced that she plans to sell 15 million units of Nintendo Switch 2 in its first year. Lottery -based pre -orders have already begun, and applications are flowing. The global gaming market is said to have reached 30 trillion yen, and the impact of Nintendo’s long -awaited hardware is expected to be significant.
Nintendo has announced that she plans to sell 15 million units of Nintendo Switch 2 in its first year. Lottery -based pre -orders have already begun, and applications are flowing. The global gaming market is said to have reached 30 trillion yen, and the impact of Nintendo’s long -awaited hardware is expected to be significant.
So, what is the current state of the Japanese gaming environment? Based on IP Fan Kit data, a database that surveys 300,000 panelists on the use of their IPS (intellectual features) such as Manga, mobile phones, and games, the research company’s interrogation has analyzed individual use trends.

Game Consumer Consumer Gender and Age Group
N -Nintendo Switch users are half women
The Nintendo Switch can be called the most played gaming hardware in Japan, and its user base is growing permanently. According to a survey conducted in May 2024, more than 20 % of people play at least once a year at the age of 15-59. More than half users play only on the Nintendo Switch, which explains the strongest expectations of the incoming successor model.

The reasons for this include an abundance of accessible materials that do not require high -level gaming skills, the availability of specially popular IPs for Nintendo Switch, and its relatively affordable price compared to other consoles. This system also meets the needs of people who want to play with their family, which is widely charming.
N -Nintendo Switch users’ age distribution
When the Nintendo Switch looks at the consumer’s age distribution, the number between the ages of 15 and 18 decreases significantly. This reduction is likely to override school responsibilities, admission exams and employee -hunting.
However, in men, the use returns at the age of 23 – it is time for the university to graduate and enter the manpower. For women, use between 23 and 30 years of age again increases, which is at the rate of men’s use in this age.

Consoles of the game by men in the last year

The game consoles by women last year
On the contrary, the use of PlayStation 4/5 increases during the years of the university. Although the overall use rates remain relatively flat flat, the platform maintains the level of engagement in the mid -30s, which recommends a lasting appeal. Many PS4/5 users play solo and prefer genders like RPGs and Action Games, which indicates the user base that enjoys a deep drunk time in sports.

Gaming Gaming PC’s rise
Although the gaming PC is still behind the Nintendo Switch and PlayStation 4/5 at the overall use rates, they are permanently acquiring consumers – especially in small men. These users enjoy multi -player games, FPS/TPS titles, competitive games against other players, and online communication. They play frequently and have their high engagement and gaming spirit.

After taking a look at the trends of the use of domestic consoles, now consider the wider Japanese gaming landscape, including mobile gaming, which has become a massive market on its own.
By May 2024, the percentage of people playing games – whether on smartphones, consoles, or PCs – was at least 54.0 % a day a year, which is estimated to represent 35.51 million people. This is a slight reduction from 55.3 % (an estimated 36.81 million individuals) reported in May 2021

Percent of people playing at least one day a day (on any platform)
Particularly notable trends are a decrease in the use of mobile games. Overall, it dropped slightly from 47.9 % in May 2021 to 46.7 % in May 2024. However, this reduction was the most prominent among the people of their young men (15-19), 20 and 30s. On the contrary, the use of these people has actually increased in the 50s.
This sample is compatible with trends shown in other mobile -based media, such as comedy apps, which are also seeing an increase in use in middle -aged users. Seeing that underage settlements are rapidly engaged with video content and social media, how effectively the group can come to an end that it is becoming an important issue.
