Slower Domestic Growth and Overseas Expansion in the Smartphone Game Market
First written in FY2018-Q1. 8 of 20 entries say "Advanced", first in FY2019-Q2. Latest entry: FY2024.
No other company in this theme has enough history to compare yet.
- FY2024RestatedAnnual report
「Although stay-at-home demand related to the COVID-19 pandemic has subsided, the global game market remains at a higher level than before the pandemic and is expected to continue growing.」
It presents the view that, even after stay-at-home demand subsided, the global game market remained above pre-pandemic levels and would continue to grow. - FY2023Reported partial slowdown in Japan's domestic smartphone game market as people go out moreAnnual report
「In the game industry in which the Group operates, some weakness was seen, particularly in Japan’s smartphone game market, as opportunities to go out increased.」
In addition to market maturation and the increasing difficulty of launching new titles, it reported a partial slowdown in Japan's domestic smartphone game market as people had more opportunities to go out. - FY2023-Q2Added the view that game spending is slowing as people go out moreAnnual report
「Some in the game industry believe that spending on games is slowing as people have more opportunities to go out. However, the supply shortage of the PlayStation 5 that had continued since its launch has improved, and sales have begun to increase in Japan and overseas. Sales of compatible game software are also expected to increase following the release of new titles.」
While presenting the view that game spending is slowing in the wake of the COVID-19 pandemic, it states that the PlayStation 5 supply shortage has improved, sales have increased, and sales of compatible software are expected to rise. - FY2022-Q3AdvancedAnnual report
「The cumulative sales of the Nintendo Switch series exceeded 100 million units. Although sales are expected to decline due to semiconductor shortages and other factors, the series remains highly popular in Japan. Globally, the cumulative sales of the VR headset Meta Quest 2 were reported to be estimated at nearly 15 million units, accelerating the delivery of new user experiences.」
It presents the cumulative sales of the Nintendo Switch series exceeding 100 million units and estimated cumulative Meta Quest 2 sales approaching 15 million units as new market data, indicating the expansion of VR-based user experiences. - FY2022-Q2WorsenedAnnual report
「Competition among smartphone game titles is intense, and producing long-running hits is becoming increasingly difficult.」
For the smartphone game market, it summarizes the intensifying competition among titles and the increasing difficulty of achieving long-term hits. - FY2022-Q1RestatedAnnual report
「Meanwhile, competition among smartphone game titles remains intense, and new entrants continue to face difficulty in producing hits.」
Intense competition among titles and the increasing difficulty of new market entrants' titles becoming hits have continued. - FY2021-Q3WorsenedAnnual report
「While inquiries and requests from customers for development work related to game software increased, those related to mobile content decreased, and fewer development projects were completed than in the same period of the previous year.」
While inquiries related to game software increased, consultations and inquiries related to mobile content and completed development projects decreased, reflecting market saturation and the increasing difficulty of securing new mobile-market projects. - FY2021-Q2WorsenedAnnual report
「Meanwhile, Japan's domestic smartphone game market became somewhat overheated from the second half of 2018, and although growth slowed, it saw some renewed activity as stay-at-home consumption expanded during the COVID-19 pandemic. However, as the market is already approaching saturation in terms of size, customers became more cautious about launching new titles.」
Although stay-at-home consumption led to some renewed activity, it explains that Japan's domestic smartphone game market is approaching saturation and that customers have become more cautious about launching new titles. - FY2021-Q1AdvancedAnnual report
「Meanwhile, Japan's domestic game app market, which is expected to continue growing steadily, is projected to reach ¥1.272 trillion in 2021, according to the Famitsu Game White Paper 2020.」
For the domestic game app market, it provides the new specific forecast that the market size will reach ¥1.272 trillion in 2021. - FY2020AdvancedAnnual report
「The business environment surrounding the Group saw rising demand for games and increased download sales as a result of stay-at-home consumption driven by COVID-19. Accordingly, the size of Japan's domestic console game market in the first half of 2020 reached ¥79.34 billion for hardware and ¥95.47 billion for software, or ¥174.81 billion in total, its largest first-half market since 2012.」
Stay-at-home consumption expanded Japan's domestic console game market, with combined hardware and software sales reaching ¥174.81 billion in the first half of 2020, the largest first-half market since 2012. It also states that global smartphone game downloads surged. - FY2020-Q3AdvancedAnnual report
「During the nine months ended 31 December, the business environment surrounding the Group saw rising expectations for further expansion of the game market. Demand for stay-at-home consumption increased due to the impact of COVID-19, and sales of Nintendo's Nintendo Switch consoles grew, helped by the release of major titles. Sony also announced 28 titles for its next-generation PlayStation 5 game console, which it planned to launch during the year-end shopping season. Meanwhile, commercial 5G (fifth-generation mobile communications system) services began in the smartphone game market, and new smartphone games leveraging 5G's high-speed, high-capacity and low-latency characteristics began to emerge, raising expectations for future market revitalization.」
Against a backdrop including stay-at-home consumption, increased Nintendo Switch console sales, the announcement of 28 titles for the PlayStation 5 and the launch of commercial 5G services, it newly provides specific support for expectations of game-market expansion and revitalization. - FY2020-Q2AdvancedAnnual report
「Meanwhile, although the global mobile game market exceeded ¥7 trillion in 2019, according to the Famitsu Mobile Game White Paper 2020, signs of market maturity began to emerge globally around 2018, and new titles have become increasingly difficult to turn into hits.」
For the global mobile game market, it presents the new figure that the market size exceeded ¥7 trillion in 2019, citing both continued expansion and market maturation, as well as the increasing difficulty of new titles becoming hits. - FY2020-Q1AdvancedAnnual report
「Although the domestic game app market is expected to reach ¥1.3 trillion in 2020, according to the Famitsu Game White Paper 2019, it has matured in recent years, and new titles are increasingly unlikely to become hits.」
For the domestic game app market, it provides a specific forecast of ¥1.3 trillion for 2020, while stating that the market has matured and that it is becoming more difficult for new titles to become hits. - FY2019RestatedAnnual report
「As the domestic smartphone game market has matured in recent years, making it more difficult for new titles to become hits,」
It continues to point to the maturation of the domestic smartphone game market and the increasing difficulty of new titles becoming hits. - FY2019-Q3AdvancedAnnual report
「The domestic smartphone game market in fiscal 2018 is projected to reach ¥1.06 trillion, up 3.0% from the previous fiscal year, according to the Yano Research Institute, and is expected to remain on an expansionary trend.」
For the domestic smartphone game market, it provides a specific forecast of ¥1.06 trillion for fiscal 2018, up 3.0% year on year, and states that the expansionary trend continues. - FY2019-Q2AdvancedAnnual report
「Meanwhile, the global mobile game market continued to expand, with its market size in 2018 reaching approximately ¥7 trillion, or 103.4% of the previous year's level, according to the Famitsu Mobile Game White Paper 2019.」
For the global mobile game market, it states that the 2018 market size reached approximately ¥7 trillion, or 103.4% of the previous year's level, providing specific figures to show that the expansion trend continues. - FY2018ReframedAnnual report
「Meanwhile, although the smartphone game market has achieved rapid growth, in Japan games released in recent years have offered less novelty, making it more difficult than before for major titles to emerge. At the same time, expectations are rising for new developments incorporating technologies such as AR (augmented reality) and VR (virtual reality) into smartphone games, as well as for overseas markets, particularly in Asia, which has a strong affinity with Japanese culture.」
The previous explanation of slowing domestic growth and overseas expansion has been reorganized around the difficulty of launching new major titles in Japan and expectations for AR, VR and overseas markets in Asia. - FY2018-Q3RestatedAnnual report
「Meanwhile, although growth in the domestic smartphone game market has slowed, the market is expected to continue expanding, primarily overseas.」
The outlook for the smartphone game market continues to point to slowing domestic growth and expansion, primarily overseas. - FY2018-Q2RestatedAnnual report
「Meanwhile, although growth in the domestic smartphone game market has slowed, the market is expected to continue expanding, primarily overseas.」
The outlook for the smartphone game market continues to point to slowing domestic growth and expansion, primarily overseas. - FY2018-Q1First statedAnnual report
「Meanwhile, although growth in the domestic smartphone game market has slowed, the market is expected to continue expanding, primarily overseas.」
The outlook for the smartphone game market points to slowing domestic growth and continued expansion, primarily overseas.