About Otome Games
Otome Game is a Japanese computer game genre that focuses on Female-Oriented Stories. The Games Are Often Targeted towards Women and Have Romantic Themes, But There also are Some Otome Games That don't target Romance in the slightest degree. The Term “Otome” Means “Maiden” In Japanese, Which Is Why These Games Are Sometimes Called “Maidens’ Games. Since Then, Several Other Companies Have Developed Their Own Versions Of this sort of computer game. Otome Games are around for several Years, but they’ve Only Recently Become Popular in Japan. The foremost Common form of Otome Game is termed An “Eroge”.
Attributes | Details |
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Study Period | 2018-2030 |
Base Year | 2023 |
Unit | Value (USD Million) |
The companies’ area unit exploring the market by expansions, investments, new service launches and collaborations as their most well-liked ways. The key player’s area unit probable to stay a defence on the market over the anticipated amount. Players’ area unit anticipated to concentrate on the event of recent compounds that is probably going to encourage the expansion of the world market throughout the forecast amount Analyst at AMA Research estimates that Japan Vendors will contribute the maximum growth to Global Otome Games market throughout the forecasted period. Established and emerging Vendors should take a closer view at their existing organizations and reinvent traditional business and operating models to adapt to the future.
Idea Factory (Japan), Hunex (Japan), Koei Tecmo Holdings (Japan), Sakevisual (United States), D3 Publisher (Japan), Hanako Games (Germany), Papegames (China), Netease (China), Tencent Games (China), Otomate (Malaysia), Konami Holdings (Japan), Quinrose (Japan), Sunsoft (Japan) and Ntt Solmare (Japan) are some of the key players that are part of study coverage. Additionally, the Vendors which are also part of the research coverage are Cheritz (South Korea), Cybird (Japan), Guangzhou Boguan Telecommunication Technology (China), Rastar Group (China), Beijing Sincetimes Network (China) and Mihoyo (China).
Segmentation Overview
AMA Research has segmented the market of Global Otome Games market by Type (Adventure Games and Role-Playing Games) and Region.
On the basis of geography, the market of Otome Games has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico). If we see Market by By Platform, the sub-segment i.e. Android will boost the Otome Games market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth. If we see Market by By Age Group, the sub-segment i.e. Under 18 Years Old will boost the Otome Games market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth.
Influencing Trend:
Use of Augments Reality (AR) and Virtual Reality (VR) in the Game has caused inclination of consumers towards Otome Games and Growing Popularity of Customized and Modified Skins and Own Virtual Character
Market Growth Drivers:
COVID 19 Outbreak Caused Inclination towards Otome Games and Advancement of Graphics and Technology had created good consumer experience leading to increase in market demand
Challenges:
Lack of awareness among masses
Restraints:
Lack of the media infrastructure in Japan may hamper the market growth and Loneliness Is Often a big factor in Love Addiction for the game character.
Opportunities:
Increase in Consumer Demand for Smart Technology and Interconnectivity and Rise in Demand Due To Real-Time Interaction around the World with anyone
In June 2021 Tencent Launches First Mobile Game Off Limits to Underage Users Tencent officially released measures to upgrade the health system of the sport on August 13, which are now in smooth operation. For further protecting the minors, improving and maintaining a secure and healthy online game environment, the health system are upgraded within the second stage featuring immersive interaction. The game is created by top CV, composers, painters and screenwriters in China and across the globe.
Key Target Audience
Venture And Capitalist, New Entrants/Investors, Analysts And Strategic Business Partners, End-Use Industries, Game Developer, Psychologists/ Doctor and Others
About Approach
To evaluate and validate the market size various sources including primary and secondary analysis is utilized. AMA Research follows regulatory standards such as NAICS/SIC/ICB/TRCB, to have a better understanding of the market. The market study is conducted on basis of more than 200 companies dealing in the market regional as well as global areas with the purpose to understand the companies positioning regarding the market value, volume, and their market share for regional as well as global.
Further to bring relevance specific to any niche market we set and apply a number of criteria like Geographic Footprints, Regional Segments of Revenue, Operational Centres, etc. The next step is to finalize a team (In-House + Data Agencies) who then starts collecting C & D level executives and profiles, Industry experts, Opinion leaders, etc., and work towards appointment generation.
The primary research is performed by taking the interviews of executives of various companies dealing in the market as well as using the survey reports, research institute, and latest research reports. Meanwhile, the analyst team keeps preparing a set of questionnaires, and after getting the appointee list; the target audience is then tapped and segregated with various mediums and channels that are feasible for making connections that including email communication, telephonic, skype, LinkedIn Group & InMail, Community Forums, Community Forums, open Survey, SurveyMonkey, etc.