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Role Playing Games - Japan

Japan
  • Total revenue in the Role Playing Games market is projected to reach US$7.44bn in 2022.
  • Total revenue is expected to show an annual growth rate (CAGR 2022-2029) of 4.78%, resulting in a projected market volume of US$8.28bn by 2029.
  • In-app purchase (IAP) revenue in the Role Playing Games market is projected to reach US$6.94bn in 2022.
  • Paid app revenue in the Role Playing Games market is projected to reach US$5.75m in 2022.
  • Advertising revenue in the Role Playing Games market is projected to reach US$494.80m in 2022.
  • The number of downloads in the Role Playing Games market is projected to reach 146.90m downloads in 2022.
  • The average revenue per download currently is expected to amount to US$50.61.
  • A global comparison reveals that most revenue is generated China (US$25.06bn in 2022).

Definition:

The Role-Playing Game (RPG) market allows the player to assume the role of a character in order to solve quests, defeat enemies, and become stronger by gaining various skills and equipment. RPGs are dominated by the medieval fantasy theme, although there are also modern and science-fiction RPGs. When it comes to apps, the RPG category accounts for the largest revenue worldwide: approximately 30% of all gaming app revenue. Established in the 1980s, Final Fantasy is a massive RPG franchise that has several app versions. Massively multiplayer online role-playing games (MMORPGs) such as World of Warcraft, in which hundreds of players from around the world interact in a fantasy universe, also generate large amounts of revenue from subscriptions and the selling of upgrades and in-game items.

Additional Information:

We consider three different sources of revenue:
  • Revenue from in-app purchases (IAP) that comes from the purchase of features, upgrades, and subscriptions within an app
  • Paid app revenue from the one-time purchase of an app
  • Advertising revenue obtained from showing ads within an app
Our statistics include the revenue earned by developers and also the revenue earned by stores through commissions.

In-Scope

  • Apps that can be downloaded from major app stores such as Apple, Inc.'s App Store and the Google Play store, or in the case of China, from stores such as Huawei AppGallery and Tencent Appstore.
  • Apps that are run on iPhones and Android phones.

Out-Of-Scope

  • Apps exclusively offered by Microsoft Store and Amazon Appstore for Android.
  • Custom-made apps not available from any official app store.
  • B2B/C2C app sales of any kind.
  • Subscription revenues outside of in-app purchases (for example, Netflix and Spotify use their own payment systems outside of their apps).
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Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Most recent update: Aug 2024

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Downloads

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Methodology

    Data coverage:

    The data encompasses B2C enterprises. Figures are based on revenue from in-app purchases, revenue from the purchase of apps, and revenue from advertising, as well as the number of downloads for each app category.

    Modeling approach:

    Market sizes are determined through a bottom-up approach, building on a specific rationale for each market segment. As a basis for evaluating markets, we use market data from independent databases and third-party sources, current trends, and reported performance indicators of top market players. In addition, we use relevant key market indicators and data from country-specific associations, such as smartphone users and mobile broadband connections. This data helps us estimate the market size for each country individually.

    Forecasts:

    In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP/capita, level of digitization, and consumer attitudes toward apps.

    Additional notes:

    The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year in case market dynamics change.

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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