Analog (Non-Digital) Game Market 2023: Classic Games
Coverage: (Product/service)
Classic Games, Analog (Non-Digital) Games
Research Content:
I. Trends in the Classic Game Market
1. Definition of the Market
2. Market Structure
3. Market Trends
4. Trends of Major Manufacturers
EPOCH Co., Ltd. / ANGEL GROUP CO., LTD. / TOMY COMPANY, LTD. / Nintendo Co., Ltd. / BANDAI CO., LTD. / Matsui Gaming Machine CO., LTD. / Mattel International Kabushiki Kaisha / MegaHouse Corporation
II. Individual Profiles of Major Manufacturers
EPOCH Co., Ltd.
ANGEL GROUP CO., LTD.
TOMY COMPANY, LTD.
Nintendo Co., Ltd.
BANDAI CO., LTD.
Matsui Gaming Machine CO., LTD.
Mattel International Kabushiki Kaisha
MegaHouse Corporation
III. Questionnaire Survey Results of Users/Players of Classic Games
1. Survey Overview
1) Survey Period
2) Survey Methodology
3) Survey Target
4) The Number of Valid Respondents
5) Breakdown of Valid Respondents by Gender and Age Group
2. Survey Results: All Analog (Non-Digital) Games (4 Kinds of Games in Total)
1) The Occurrence Rate of the 4 Kinds of Analog Games
2) Levels of Overlapping of Interests among the 4 Kinds of Analog Games
3) Attributes of Analog Game Users/Players
Composition by: i. Gender / ii. Age / iii. Place of Residence / iv. Marriage Status / v. Occupation
3. Survey Results: Classic Board Games and Card Games
1) Attributes of Classic Board Game and Card Game Users/Players
Composition by: i. Gender / ii. Age / iii. Place of Residence / iv. Marriage Status / v. Occupation
2) What Other Interests Do Classic Board Game and Card Game Users/Players Have?
3) Playing Status of Classic Board Game and Card Game Users/Players
i. Frequency of Playing Games / ii. Place of Playing Games / iii. How Many Years or Months You Have been Playing Games / iv. Who You Play Games with / v. Annual Consumption Amount / vi. Whether You Play Games Digitally / vii. Purchase Channels of Games / viii. Intention to Continue the Hobby Before and After the COVID-19 Pandemic
4. Features of Classic Board Game and Card Game Users/Players
i. The Number of Games Owned / ii. Reasons for Games Becoming a Hobby / iii. Favorite Classic Board Games and Card Games / iv. Information Sources / v. Frequency of Posting Games-Related Posts on Social Media / vi. Events You Participate in / vii. Groups or Club Activities You Belong to / viii. The Number of Members of Your Groups or Club Activities / ix. Attractiveness of Classic Board Games and Card Games / x. Self Diagnosis (20 Items)
IV. Questionnaire Survey Results of Analog Games
Gender, Age, Academic background, Occupation, Annual household income, Marriage status, Number of years of being Otaku, Annual consumption amount, Hours of time for Otaku activity, Information sources, Hours of time for using the Internet, Video sites often used, social media frequently used, Things that apply to you, Time of hours consumed after the COVID-19 pandemic started