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Fami released "Game White Paper 2023": the global game market fell 7% in 2022, the European and American markets were weak and Asia was strong.

2025-01-14 Update From: SLTechnology News&Howtos shulou NAV: SLTechnology News&Howtos > IT Information >

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Shulou(Shulou.com)11/24 Report--

CTOnews.com Sept. 4, according to foreign media getnavi reports, Kakagawa recently launched the "Fami Game White Paper 2023," which provides the latest data show that the size of the global game market has shrunk in 2022, but the size of the game market in mainland China and Japan is relatively strong.

GetnaviCTOnews.com, a foreign ▲ media, learned from official data that the global game market (including PC / game consoles / mobile games) was 26.8005 trillion yen (currently about 1.33 trillion yuan) in 2022, a decrease of 7.0% over the same period last year. The biggest reason is the weakness in Europe and the United States, with sales of mobile phones, household appliances and PC all falling by more than 10%. This is believed to be due to the "acceleration of inflation" and the rebound in "home demand", leading to a decline in the disposable income of players in Europe and the United States.

However, the Asian game market has little impact, and the Japanese console game market and China's PC game market still perform well, supporting the relevant industries.

▲ graphics source foreign media getnavi, of which the Japanese game market has increased by 1.4% compared with 2021, mainly due to the popularity of Japanese game works overseas. The size of the game console market in 2022 was 209.8 billion yen, up 3.4% from the previous 131.3 billion yen (CTOnews.com Note: currently about 6.539 billion yuan) to 189.2 billion yen (currently about 9.422 billion yuan), an increase of 43 percent.

▲ Picture Source Foreign Media getnavi

The number of players in the Japanese market remained at 50 million in 2022, but down 2.4 per cent from 55.35 million in 2021. The number of home video games contributed by Nintendo Switch first-party games increased by 2.5 per cent year-on-year to 28.56 million, while the number of app games with steady growth so far fell 7.4 per cent year-on-year, and the number of PC players affected by the "epidemic" era also fell 12.2 per cent.

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