Contraction of Japan’s Console Game Market
First written in FY2016. 22 of 29 entries say "Softened", first in FY2017-Q1. Latest entry: FY2026.
Marvelous moved to the "Worse" side of this theme in 2017, 4 years before the typical company in this theme (2021).
The whole theme swung hardest in 2017: 3 of 7 companies on the "Worse" side.
0 other companies' latest entry also says "Softened".
- FY2026SoftenedAnnual report
「In Japan's home console market, the hardware market grew substantially following the blockbuster success of Nintendo Switch2, released in June. This in turn revitalized the software market, where new titles were released in succession, and the market significantly exceeded the prior year's size.」
It states that Japan's home console market significantly exceeded the prior year's size because of Nintendo Switch2's blockbuster success, weakening the view of market conditions indicating a risk of market contraction. - FY2026-H1SoftenedAnnual report
「In Japan's home console market, the hardware market grew substantially following the blockbuster success of Nintendo Switch2, released in June. This in turn revitalized the software market, where new titles were released in succession, and the market significantly exceeded the prior year's size.」
Against the backdrop of Nintendo Switch2's blockbuster success, Japan's home console market significantly exceeded the prior year's size, weakening the view of market conditions indicating a risk of market contraction. - FY2025-H1WorsenedAnnual report
「In Japan's home console market, the hardware market began to level off as the consoles aged, while the software market also declined because of the reaction following the release of major popular titles in the same period of the prior year, falling below the prior year's market size.」
Japan's home console market fell below the prior year's size because the hardware market leveled off and the software market declined following the release of major popular titles. The risk of market contraction has again become evident in actual results. - FY2024-Q3SoftenedAnnual report
「In Japan's home console market, the software market remained solid as growth in digital sales offset a decline in packaged sales. The hardware market also performed very well, driven by increased sales following the easing of PlayStation®5 shortages and the continued popularity of Nintendo SwitchTM, leading growth in the overall market.」
Despite the decline in packaged sales, the overall market was considered strong on the back of growth in digital sales, improved PlayStation 5 supplies and the continued popularity of Nintendo Switch, weakening references to the risk of market contraction. - FY2024-Q2SoftenedAnnual report
「In Japan's home console market, performance was strong, driven by substantial growth in the hardware market on the back of stable PlayStation®5 supplies and the continued popularity of Nintendo SwitchTM.」
Japan's home console market is considered strong, supported by stable PlayStation 5 supplies and the continued popularity of Nintendo Switch, weakening the view of market conditions indicating a risk of market contraction. - FY2024-Q1SoftenedAnnual report
「In Japan's home console market, stable supplies of game consoles following the resolution of component shortages and the release of major popular titles resulted in both hardware and software significantly exceeding the prior year's market size and performing well.」
It states that both hardware and software in Japan's home console market significantly exceeded the prior year's market size, supported by the resolution of component shortages and major popular titles. The view of market conditions indicating a risk of market contraction weakened further. - FY2023SoftenedAnnual report
「In Japan's home console market, signs that shortages of game consoles were easing emerged, and the market performed well, led by hardware.」
Signs that shortages of game consoles were easing and strong performance in the hardware market are cited, resulting in a view of market conditions that mitigates the risk of contraction in Japan's domestic market. - FY2023-Q3SoftenedAnnual report
「In Japan's home console market, both hardware and software significantly exceeded the prior year's market size and performed well, driven by the release of major popular titles and signs that shortages of game consoles were beginning to ease.」
It states that both hardware and software significantly exceeded the prior year's market size, supported by major popular titles and signs that shortages of game consoles were easing. The view of market conditions indicating a risk of contraction in Japan's domestic market has weakened. - FY2023-Q2SoftenedAnnual report
「In Japan's home console market, both hardware and software performed well, driven by the release of major popular titles, and significantly exceeded the prior year's market size.」
Both hardware and software performed well on the back of major popular titles and are said to have significantly exceeded the prior year's market size, weakening the view of market conditions indicating a risk of contraction in Japan's domestic market. - FY2023-Q1WorsenedAnnual report
「In Japan's home console market, shortages of game consoles continued because of the prolonged semiconductor shortage, and the market fell below the prior year's size.」
Shortages of game consoles continued because of the prolonged semiconductor shortage, and Japan's home console market fell below the prior year's size. - FY2022-Q3WorsenedAnnual report
「In Japan's home console market, software remained solid as growth in digital sales offset a decline in packaged sales. However, hardware fell below the prior year's market size, affected by the reaction following the launch of the PlayStation®5 and Xbox Series X/S in the same period of the prior year, as well as shortages of game consoles caused by component shortages.」
The software market was considered solid on the back of growth in digital sales, while the hardware market fell below the prior year's size because of the reaction following the launch of new consoles and component shortages and product scarcity. - FY2022-Q2RestatedAnnual report
「In the home console market, as a new Nintendo Switch model was announced and attracted attention, both hardware and software performed steadily.」
The view remains that both hardware and software in the home console market are performing steadily. - FY2022-Q1RestatedAnnual report
「The home console market continued to perform well in both hardware and software.」
The view remains that both hardware and software in the home console market are performing well. - FY2021SoftenedAnnual report
「In Japan's home console market, strong demand from stay-at-home consumption and the release of the next-generation consoles PlayStation 5 and Xbox Series X/S resulted in strong performance by both hardware and software, which exceeded the prior year's market size.」
The market is said to have exceeded the prior year's size, supported by stay-at-home demand and the release of next-generation consoles, and the view of market conditions continues to mitigate the risk of contraction in Japan's domestic market. - FY2021-Q3SoftenedAnnual report
「In Japan's home console market, as the next-generation consoles PlayStation 5 and Xbox Series X/S were released and attracted considerable attention, both hardware and software performed well.」
The release of next-generation consoles and strong performance in both hardware and software are cited, and the view of market conditions continues to mitigate the risk of contraction in Japan's home console market. - FY2021-Q2SoftenedAnnual report
「In Japan's home console market, as information on the PlayStation 5 and new Xbox consoles to be released at year-end was made public and attracted considerable attention, both hardware and software exceeded the prior year's market size and continued to perform well.」
Both hardware and software in Japan's home console market are said to have exceeded the prior year's market size, and the view of market conditions continues to mitigate the risk of market contraction. - FY2021-Q1SoftenedAnnual report
「The home console market likewise performed well, supported by stay-at-home demand, with both hardware and software exceeding the prior year's market size.」
In Japan's home console market, both hardware and software are said to have exceeded the prior year's market size on the back of stay-at-home demand, while references indicating the risk of market contraction remain weak. - FY2020SoftenedAnnual report
「In Japan's home console market, both hardware and software performed well, driven by the release of new game consoles and major titles.」
Japan's home console market is described as performing well, supported by new models and major titles, while references emphasizing the risk of market contraction have been softened. - FY2020-Q3RestatedAnnual report
「In Japan's home video game market, both hardware and software performed well, driven by the release of major titles while interest focused on information about new hardware.」
The view remains that both hardware and software in Japan's home console market are performing well, driven by interest in new hardware and major titles. - FY2020-Q2SoftenedAnnual report
「Japan's home video game market performed well, led mainly by the hardware market, which was buoyed by the launch of new game console models.」
The hardware market was described as performing well against the backdrop of new model launches, and the wording indicating a contraction risk for Japan's home video game market remained weak. - FY2020-Q1SoftenedAnnual report
「In Japan's home video game market, hardware sales began to level off as time passed since the launch of new hardware, while software sales remained firm.」
Although sales of new hardware began to level off, software sales were described as firm, and the wording did not emphasize the risk of contraction in Japan's home video game market. - FY2019-Q3SoftenedAnnual report
「In Japan's home video game market, both the hardware and software markets performed well, with a succession of major titles being released.」
Against the backdrop of major title releases, both the hardware and software segments of Japan's home video game market were described as performing well, and the assessment continued to weaken the market contraction risk. - FY2019-Q1SoftenedAnnual report
「In Japan's home video game market, new hardware continued to drive the market, and both hardware and software performed well.」
Driven by new hardware, both the hardware and software segments of Japan's home video game market continued to be viewed as performing well. The wording describing the market contraction risk has weakened further. - FY2018-Q3SoftenedAnnual report
「In Japan's home video game market, both the hardware and software markets exceeded the previous year's market size for the first time in 11 years, driven by new hardware.」
For Japan's home video game market, the company states that both the hardware and software markets exceeded the previous year's market size for the first time in 11 years, driven by new hardware. The assessment of the market contraction risk has improved further. Quantification is true because a baseline figure is provided, while risk realization is false. - FY2018-Q2SoftenedAnnual report
「In Japan's home video game market, market size exceeded the same period of the previous year for both hardware and software, driven by new hardware and an expanded software lineup.」
The assessment of Japan's home video game market changed to indicate that it exceeded the same period of the previous year, temporarily weakening the previous contraction or flat-market risk. - FY2018-Q1SoftenedAnnual report
「In Japan's home video game market, the first half of 2017 was up year on year for the first time in 3 years, partly due to the impact of newly launched hardware.」
The assessment of the domestic home video game market improved from the previous descriptions of contraction or a flat market to an increase year on year driven by the impact of new hardware. - FY2017SoftenedAnnual report
「In Japan's game software industry, demand for games has generally stagnated due to the declining birthrate, while diversification of entertainment, including online games and mobile content, changes in user preferences and the varying fortunes of different game consoles have also affected the industry.」
The wording changed from a direct reference to contraction of the overall domestic market to an explanation of the effects of stagnant demand due to the declining birthrate, diversification of entertainment and changing preferences. - FY2017-Q1SoftenedAnnual report
「Although sales of new hardware models increased in the home video game market, the overall domestic market was broadly flat for both hardware and software.」
The description changed from a contractionary trend in the domestic market in the previous fiscal year to an approximately flat market this quarter. - FY2016First statedAnnual report
「Although the home video game market was buoyant overseas, the overall market in Japan continued to contract.」
The contraction of the domestic market is identified as a business-environment risk factor.