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January 28, 2008

The video games market scale in fiscal year 2007 is growth of 35.0% compared with 767 billion yen and the previous year.

Contributor fuwarin : January 28, 2008 10:20 AM | Categories [Game ]

game imageYano Econimic Research Institute announced the result of the survey in the toy and the market related to the game contents on January 9. It was clarified to expect becoming in fiscal year 2007 767 billion yen market by the shipment base the domestic video games market including a portable game machine according to it. This figure becomes an increase of 35.0% compared with 568 billion yen in fiscal year 2006, and it is possible to look going out of pulling out and growth in the entire toy market. ([Press Release])

The investigation now is the one done for the toy, the manufacturer related to the game contents, and the wholesale store and the retail entrepreneur in December in October, 2007. The examination method is a telephone interview and surveys it the mailing questionnaire besides the interview coverage.

As the outline, it becomes the scale of 886.65 billion yen of 20.3% increase compared with the previous year in fiscal year 2006, and a great expansion is shown in the entire toy market. Moreover, it estimates according to 1,086,650,000,000 yen scale of 22.6% increase compared with the previous year in fiscal year 2007.

Transition of the entire toy market. A bullish thing will be understood soon for 10 years in Kon in the bottom at last few years in 2004. However, it is also true that there is an inclination when seeing according to the section.
Transition of the entire toy market. A bullish thing will be understood soon for 10 years in Kon in the bottom at last few years in 2004. However, it is also true that there is an inclination when seeing according to the section.

The toy is classified into nine items, and the reference of a noteworthy market of the commodity that doesn't correspond to it is added in the report. As the entire toy market.

*The influence of the falling birthrate is remarkable. It is unable to move upward excluding video games. The commodity for adults develops as substitution.

*The megahit commodities other than video games are scarce.

*An increase in practical use and study system game. It contributes to the market expansion.

*As for sales, there are a lot of patterns that the profit decreases even if it increases.

*Reorganization and the business contraction of the industry are seen.

I hear that there was a tendency. Especially, it makes to amount in fiscal year 2007 (estimate) in fiscal year 2006 while other items change to the video games field across the board in the minus compared with the previous year or the level-off and the rate of increase progresses from 568 billion yen to 767 billion yen greatly with 35.0%. The figure for the ratio that occupies it to the entire toy market to exceed 70.6% and 70 percent from 64.1% in 2006 is flipped.

Moreover, the study game software shows and 49.7 billion yen and the cellular phone application program game of 41.6% plus compared with the previous year show a high growth rate comparatively with 73 billion yen of 21.7% plus in the market (partially nine items and repetition) that doesn't correspond to nine items in fiscal year 2007.

It is understood that the theme that the figure enlivens the people for instance excluding a digital system game as making "Otaku culture" majors advances, the market expands, and 27.5 billion yen (+14.6% compared with the previous year) can be expected in fiscal year 2007 is reflected in the market scale.

A toy industry keeps making an effort very while the reality of market reduction of the toy for falling birthrate = children in Japan not being avoided, and the report announced this time can be called data to understand what shape the market develops well. Details will check the day again if there is a chance.

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