Japan Sound Cards for Gaming Market, Emerging Trends, Technological Advancements, and Business Strategies 2024-2030

Japan Sound Cards for Gaming Market size was valued at US$ 87.5 million in 2024 and is projected to reach US$ 112.3 million by 2030, at a CAGR of 4.2% during the forecast period 2024-2030.

PDF Icon Download Sample Report PDF
  • Quick Dispatch

    All Orders

  • Secure Payment

    100% Secure Payment

Compare

$1,500.00$4,250.00

Clear

Japan Sound Cards for Gaming Market size was valued at US$ 87.5 million in 2024 and is projected to reach US$ 112.3 million by 2030, at a CAGR of 4.2% during the forecast period 2024-2030.

Sound cards for gaming are specialized audio processing hardware designed to enhance audio quality and provide advanced features for gamers, including 3D sound positioning, audio enhancement, and low-latency performance.

The Japan Sound Cards for Gaming market is showing moderate growth, driven by the country’s strong gaming culture and demand for high-quality audio experiences. Key growth factors include the rising popularity of e-sports, increasing adoption of virtual reality gaming, and growing demand for immersive audio in streaming and content creation. Japan’s reputation for high-quality gaming peripherals contributes to market strength. Challenges include competition from integrated audio solutions in motherboards and the trend towards wireless gaming headsets. Opportunities lie in developing sound cards with advanced AI-driven audio processing, creating compact external sound cards for laptop gamers, and innovating in software-hardware integration for enhanced gaming audio experiences.

This report contains market size and forecasts of Sound Cards for Gaming in Japan, including the following market information:
•    Japan Sound Cards for Gaming Market Revenue, 2019-2024, 2024-2030, ($ millions)
•    Japan Sound Cards for Gaming Market Sales, 2019-2024, 2024-2030,
•    Japan Top five Sound Cards for Gaming companies in 2023 (%)

Report Includes

This report presents an overview of Japan market for Sound Cards for Gaming , sales, revenue and price. Analyses of the Japan market trends, with historic market revenue/sales data for 2019 – 2023, estimates for 2024, and projections of CAGR through 2030.

This report focuses on the Sound Cards for Gaming sales, revenue, market share and industry ranking of main manufacturers, data from 2019 to 2024. Identification of the major stakeholders in the Japan Sound Cards for Gaming market, and analysis of their competitive landscape and market positioning based on recent developments and segmental revenues.

This report will help stakeholders to understand the competitive landscape and gain more insights and position their businesses and market strategies in a better way.

This report analyzes the segments data by Type, and by Sales Channels, sales, revenue, and price, from 2019 to 2030. Evaluation and forecast the market size for Humidifier sales, projected growth trends, production technology, sales channels and end-user industry.

Segment by Type

•    External Sound Card
•    Internal Sound Card

Segment by Applications

•    Personnal
•    Commercial

Key Companies covered in this report:

•    Creative Technology
•    Asus
•    EVGA Corporation
•    MSI
•    Gigabyte Technology
•    Corsair
•    Realtek Semiconductor Corp.
•    Sound Blaster
•    Asrock
•    Biostar

Including or excluding key companies relevant to your analysis.

Competitor Analysis

The report also provides analysis of leading market participants including:
•    Key companies Sound Cards for Gaming revenues in Japann market, 2019-2024 (Estimated), ($ millions)
•    Key companies Sound Cards for Gaming revenues share in Japann market, 2023 (%)
•    Key companies Sound Cards for Gaming sales in Japann market, 2019-2024 (Estimated),
•    Key companies Sound Cards for Gaming sales share in Japann market, 2023 (%)

Drivers

  1. Increasing Popularity of PC Gaming: Japan has a strong gaming culture, with a large population of dedicated gamers. The shift from console to PC gaming, along with the rise of esports, has fueled demand for high-performance gaming hardware, including sound cards. As gamers seek an immersive audio experience, high-quality sound cards that offer 3D soundscapes, precise audio localization, and deep bass are becoming essential for competitive gaming and overall enjoyment.
  2. Growth in Virtual Reality (VR) and Augmented Reality (AR): With VR and AR technologies gaining traction in Japan, sound cards with advanced audio capabilities are becoming critical for a fully immersive experience. The ability to simulate spatial sound enhances the overall VR and AR experience, leading to an increased demand for sound cards that offer realistic, multi-dimensional audio.
  3. Technological Advancements in Sound Quality: The development of sound cards with high-resolution audio support, enhanced signal-to-noise ratios, and hardware-based surround sound processing has made these products more appealing to serious gamers. Brands offering premium sound quality, low latency, and customizable audio features are gaining a competitive edge in the Japanese market.
  4. Rising Popularity of Content Creation: Beyond gaming, many gamers are also engaged in streaming, podcasting, and video production. Sound cards that enhance audio quality for both gaming and content creation are in high demand. The increase in YouTube and Twitch users in Japan, who require superior audio for their streams and recordings, is contributing to the demand for professional-grade sound cards.

Restraints

  1. High Costs of Premium Sound Cards: High-performance sound cards come at a premium price, which may deter some consumers, particularly casual gamers. Many integrated sound solutions in motherboards offer decent quality, and for a large part of the gaming community, these are sufficient. This limits the market for standalone sound cards, which are often seen as luxury peripherals.
  2. Integrated Audio Solutions: The rise of high-quality onboard audio chipsets in gaming motherboards poses a challenge for dedicated sound card manufacturers. Many modern motherboards feature advanced audio capabilities, making it difficult to justify the additional cost of a separate sound card. This trend reduces the necessity of purchasing external sound cards, especially for entry- and mid-level gamers.
  3. Limited Awareness Among Casual Gamers: While serious gamers and audiophiles understand the benefits of a dedicated sound card, casual gamers may not recognize the significant improvement it offers over onboard audio. This lack of awareness creates a barrier to adoption, particularly among younger or budget-conscious gamers who may not prioritize audio performance.

Opportunities

  1. Expansion into Esports: Japan’s growing esports scene offers a huge opportunity for sound card manufacturers. High-quality audio can provide a competitive edge by enabling gamers to hear opponents’ movements and actions more clearly. Marketing sound cards specifically for esports use, along with partnering with esports teams, could help manufacturers tap into this expanding market.
  2. Bundling with Gaming Hardware: Manufacturers could explore bundling sound cards with other gaming peripherals, such as gaming headsets, to attract more consumers. Offering special gaming bundles that include a sound card, gaming headset, and keyboard/mouse can appeal to gamers looking for an enhanced, all-in-one gaming setup.
  3. Collaboration with VR and AR Developers: Collaborating with VR and AR developers could open up new avenues for sound card manufacturers. As immersive audio is crucial in these platforms, sound card makers could work closely with developers to ensure compatibility and optimization of their products for the most popular VR/AR titles. This can create a niche market in which sound cards are viewed as a necessity for these experiences.
  4. Customization and Personalization Options: Offering software that allows gamers to fine-tune audio settings, create custom sound profiles, and adjust sound effects based on the game being played can be a significant value add. Gamers are increasingly seeking personalized experiences, and sound cards that offer this flexibility will stand out in the competitive landscape.

Challenges

  1. Stiff Competition from Onboard Audio: One of the biggest challenges is the continuous improvement in onboard audio solutions provided by motherboard manufacturers. Integrated sound systems are becoming more sophisticated, offering surround sound and high-definition audio, which reduces the perceived need for standalone sound cards. Convincing consumers of the added value and superior performance of dedicated sound cards will be key.
  2. Economic Uncertainty: Japan’s fluctuating economic conditions, particularly in the wake of global disruptions, may lead to reduced consumer spending on non-essential items such as high-end gaming peripherals. This could slow down the growth of the sound card market, particularly for premium products.
  3. Technological Advancements in Wireless Audio: The rising popularity of wireless gaming headsets with built-in advanced audio processing capabilities poses a challenge. Gamers may opt for wireless solutions that integrate both high-quality audio and convenience, reducing the demand for separate sound cards. Manufacturers will need to innovate to offer sound cards that provide distinct advantages over these all-in-one wireless solutions.
  4. Niche Market Segment: Despite the growing gaming market, sound cards remain a niche product within the overall gaming hardware ecosystem. This is largely due to the fact that many gamers are satisfied with the audio solutions integrated into their systems or prefer to invest in other gaming peripherals like high-end graphics cards or monitors. Expanding this niche into a broader market will require targeted marketing and educational campaigns to highlight the benefits of dedicated sound cards.

Key Indicators Analysed
•    Market Players & Competitor Analysis: The report covers the key players of the industry including Company Profile, Product Specifications, Production Capacity/Sales, Revenue, Price and Gross Margin 2019-2030 & Sales with a thorough analysis of the market’s competitive landscape and detailed information on vendors and comprehensive details of factors that will challenge the growth of major market vendors.
•    Japann Market Analysis: The report includes Japann market status and outlook 2019-2030. Further the report provides break down details about each region & countries covered in the report. Identifying its sales, sales volume & revenue forecast. With detailed analysis by types and applications.
•    Market Trends: Market key trends which include Increased Competition and Continuous Innovations.
•    Opportunities and Drivers: Identifying the Growing Demands and New Technology
•    Porters Five Force Analysis: The report provides with the state of competition in industry depending on five basic forces: threat of new entrants, bargaining power of suppliers, bargaining power of buyers, threat of substitute products or services, and existing industry rivalry.

Key Benefits of This Market Research:
•    Industry drivers, restraints, and opportunities covered in the study
•    Neutral perspective on the market performance
•    Recent industry trends and developments
•    Competitive landscape & strategies of key players
•    Potential & niche segments and regions exhibiting promising growth covered
•    Historical, current, and projected market size, in terms of value
•    In-depth analysis of the Sound Cards for Gaming Market
•    Overview of the regional outlook of the Sound Cards for Gaming Market

Key Reasons to Buy this Report:

•    Access to date statistics compiled by our researchers. These provide you with historical and forecast data, which is analyzed to tell you why your market is set to change
•    This enables you to anticipate market changes to remain ahead of your competitors
•    You will be able to copy data from the Excel spreadsheet straight into your marketing plans, business presentations or other strategic documents
•    The concise analysis, clear graph, and table format will enable you to pinpoint the information you require quickly
•    Provision of market value (USD Billion) data for each segment and sub-segment
•    Indicates the region and segment that is expected to witness the fastest growth as well as to dominate the market
•    Analysis by geography highlighting the consumption of the product/service in the region as well as indicating the factors that are affecting the market within each region
•    Competitive landscape which incorporates the market ranking of the major players, along with new service/product launches, partnerships, business expansions, and acquisitions in the past five years of companies profiled
•    Extensive company profiles comprising of company overview, company insights, product benchmarking, and SWOT analysis for the major market players
•    The current as well as the future market outlook of the industry concerning recent developments which involve growth opportunities and drivers as well as challenges and restraints of both emerging as well as developed regions
•    Includes in-depth analysis of the market from various perspectives through Porter’s five forces analysis
•    Provides insight into the market through Value Chain
•    Market dynamics scenario, along with growth opportunities of the market in the years to come
•    6-month post-sales analyst support

We offer additional regional and global reports that are similar:
•    Global Sound Cards for Gaming Market
•    United States Sound Cards for Gaming Market
•    Japan Sound Cards for Gaming Market
•    Germany Sound Cards for Gaming Market
•    South Korea Sound Cards for Gaming Market
•    Indonesia Sound Cards for Gaming Market
•    Brazil Sound Cards for Gaming Market

Customization of the Report: In case of any queries or customization requirements, please connect with our sales team, who will ensure that your requirements are meet.

Japan Sound Cards for Gaming Market, Emerging Trends, Technological Advancements, and Business Strategies 2024-2030

Get Sample Report PDF for Exclusive Insights

Report Sample Includes

  • Table of Contents
  • List of Tables & Figures
  • Charts, Research Methodology, and more...
PDF Icon Download Sample Report PDF

Download Sample Report

Table of Content

1 STUDY COVERAGE

1.1 Sound Cards for Gaming Product Introduction

1.2 Market by Type

1.2.1 Japann Sound Cards for Gaming Market Size Growth Rate by Type, 2019 VS 2023 VS 2030
1.2.2 External Sound Card
1.2.3 Internal Sound Card

1.3 Market by Application

1.3.1 Japan Sound Cards for Gaming Market Size Growth Rate by Application, 2019 VS 2023 VS 2030
1.3.2    Personnal
1.3.3    Commercial
1.4 Japan Sound Cards for Gaming Sales Estimates and Forecasts 2019-2030
1.5 Japan Sound Cards for Gaming Hydrocephalus Shunts Revenue Estimates and Forecasts 2019-2030
1.6 Study Objectives
1.7 Years Considered

2 COMPETITION BY MANUFACTURERS

2.1 Japan Sound Cards for Gaming Sales by Manufacturers
2.1.1 Japan Sound Cards for Gaming Sales by Manufacturers (2019-2024)
2.1.2 Japan Sound Cards for Gaming Sales Market Share by Manufacturers (2019-2024)
2.1.3 Top Largest Manufacturers of Sound Cards for Gaming in 2023 in Japan
2.2 Japan Sound Cards for Gaming Revenue by Manufacturers
2.2.1 Japan Sound Cards for Gaming Revenue by Manufacturers (2019-2024)
2.2.2 Japan Sound Cards for Gaming Revenue Market Share by Manufacturers (2019-2024)
2.2.3 Japan Top Companies by Sound Cards for Gaming Revenue in 2023
2.3 Japan Sound Cards for Gaming Sales Price by Manufacturers (2019-2024)
2.4 Analysis of Competitive Landscape
2.4.1 Manufacturers Market Concentration Ratio (CR3 and HHI)
2.4.2 Japan Sound Cards for Gaming by Company Type (Tier 1, Tier 2, and Tier 3)
2.4.3 Japan Sound Cards for Gaming Manufacturers Geographical Distribution
2.5 Mergers & Acquisitions, Expansion Plans

3 Japan Sound Cards for Gaming MARKET SIZE BY REGION

3.1 Sound Cards for Gaming Market Size by Region: 2019-2030
3.1.1 Japan Sound Cards for Gaming Sales by Region: 2019-2024
3.1.2 Japan Sound Cards for Gaming Sales Forecast by Region (2025-2030)
3.1.3 Japan Sound Cards for Gaming Revenue by Region: 2019-2024
3.1.4 Japan Sound Cards for Gaming Revenue Forecast by Region (2025-2030)

4 MARKET SIZE BY TYPE

4.1 Japan Sound Cards for Gaming Sales by Type
4.1.1 Japan Sound Cards for Gaming Historical Sales by Type (2019-2024)
4.1.2 Japan Sound Cards for Gaming Forecasted Sales by Type (2025-2030)
4.1.3 Japan Sound Cards for Gaming Sales Market Share by Type (2019-2030)
4.2 Japan Sound Cards for Gaming Revenue by Type
4.2.1 Japan Sound Cards for Gaming Historical Revenue by Type (2019-2024)
4.2.2 Japan Sound Cards for Gaming Forecasted Revenue by Type (2025-2030)
4.2.3 Japan Sound Cards for Gaming Revenue Market Share by Type (2019-2030)
4.3 Japan Sound Cards for Gaming Price by Type
4.3.1 Japan Sound Cards for Gaming Price by Type (2019-2024)
4.3.2 Japan Sound Cards for Gaming Price Forecast by Type (2025-2030)

5 MARKET SIZE BY APPLICATION

5.1 Japan Sound Cards for Gaming Sales by Application
5.1.1 Japan Sound Cards for Gaming Historical Sales by Application (2019-2024)
5.1.2 Japan Sound Cards for Gaming Forecasted Sales by Application (2025-2030)
5.1.3 Japan Sound Cards for Gaming Sales Market Share by Application (2019-2030)
5.2 Japan Sound Cards for Gaming Revenue by Application
5.2.1 Japan Sound Cards for Gaming Historical Revenue by Application (2019-2024)
5.2.2 Japan Sound Cards for Gaming Forecasted Revenue by Application (2025-2030)
5.2.3 Japan Sound Cards for Gaming Revenue Market Share by Application (2019-2030)
5.3 Japan Sound Cards for Gaming Price by Application
5.3.1 Japan Sound Cards for Gaming Price by Application (2019-2024)
5.3.2 Japan Sound Cards for Gaming Price Forecast by Application (2025-2030)

6.    CORPORATE PROFILE

6.1 Creative Technology
6.1.1 Creative Technology Corporation Information
6.1.2 Creative Technology Overview
6.1.3 Creative Technology in Japan: Sound Cards for Gaming Sales, Price, Revenue and Gross Margin (2019-2024)
6.1.4 Creative Technology Sound Cards for Gaming Product Introduction
6.1.5 Creative Technology Recent Developments

6.2 Asus
6.2.1 Asus Corporation Information
6.2.2 Asus Overview
6.2.3 Asus in Japan: Sound Cards for Gaming Sales, Price, Revenue and Gross Margin (2019-2024)
6.2.4 Asus Sound Cards for Gaming Product Introduction
6.2.5 Asus Recent Developments

6.3 EVGA Corporation
6.3.1 EVGA Corporation Corporation Information
6.3.2 EVGA Corporation Overview
6.3.3 EVGA Corporation in Japan: Sound Cards for Gaming Sales, Price, Revenue and Gross Margin (2019-2024)
6.3.4 EVGA Corporation Sound Cards for Gaming Product Introduction
6.3.5 EVGA Corporation Recent Developments

6.4 MSI
6.4.1 MSI Corporation Information
6.4.2 MSI Overview
6.4.3 MSI in Japan: Sound Cards for Gaming Sales, Price, Revenue and Gross Margin (2019-2024)
6.4.4 MSI Sound Cards for Gaming Product Introduction
6.4.5 MSI Recent Developments

6.5 Gigabyte Technology
6.5.1 Gigabyte Technology Corporation Information
6.5.2 Gigabyte Technology Overview
6.5.3 Gigabyte Technology in Japan: Sound Cards for Gaming Sales, Price, Revenue and Gross Margin (2019-2024)
6.5.4 Gigabyte Technology Sound Cards for Gaming Product Introduction
6.5.5 Gigabyte Technology Recent Developments

6.6 Corsair
6.6.1 Corsair Corporation Information
6.6.2 Corsair Overview
6.6.3 Corsair in Japan: Sound Cards for Gaming Sales, Price, Revenue and Gross Margin (2019-2024)
6.6.4 Corsair Sound Cards for Gaming Product Introduction
6.6.5 Corsair Recent Developments

6.7 Realtek Semiconductor Corp.
6.7.1 Realtek Semiconductor Corp. Corporation Information
6.7.2 Realtek Semiconductor Corp. Overview
6.7.3 Realtek Semiconductor Corp. in Japan: Sound Cards for Gaming Sales, Price, Revenue and Gross Margin (2019-2024)
6.7.4 Realtek Semiconductor Corp. Sound Cards for Gaming Product Introduction
6.7.5 Realtek Semiconductor Corp. Recent Developments

6.8 Sound Blaster
6.8.1 Sound Blaster Corporation Information
6.8.2 Sound Blaster Overview
6.8.3 Sound Blaster in Japan: Sound Cards for Gaming Sales, Price, Revenue and Gross Margin (2019-2024)
6.8.4 Sound Blaster Sound Cards for Gaming Product Introduction
6.8.5 Sound Blaster Recent Developments

6.9 Asrock
6.9.1 Asrock Corporation Information
6.9.2 Asrock Overview
6.9.3 Asrock in Japan: Sound Cards for Gaming Sales, Price, Revenue and Gross Margin (2019-2024)
6.9.4Asrock Sound Cards for Gaming Product Introduction
6.9.5 Asrock Recent Developments

6.10 Biostar
6.10.1 Biostar Corporation Information
6.10.2 Biostar Overview
6.10.3 Biostar in Japan: Sound Cards for Gaming Sales, Price, Revenue and Gross Margin (2019-2024)
6.10.4 Biostar Sound Cards for Gaming Product Introduction
6.10.5 Biostar Recent Developments

7 INDUSTRY CHAIN AND SALES CHANNELS ANALYSIS

7.1 Sound Cards for Gaming Industry Chain Analysis
7.2 Sound Cards for Gaming Key Raw Materials
7.2.1 Key Raw Materials
7.2.2 Raw Materials Key Suppliers
7.3 Sound Cards for Gaming Production Mode & Process
7.4 Sound Cards for Gaming Sales and Marketing
7.4.1 Sound Cards for Gaming Sales Channels
7.4.2 Sound Cards for Gaming Distributors
7.5 Sound Cards for Gaming Customers

8 Sound Cards for Gaming MARKET DYNAMICS

8.1.1 Sound Cards for Gaming Industry Trends
8.1.2 Sound Cards for Gaming Market Drivers
8.1.3 Sound Cards for Gaming Market Challenges
8.1.4 Sound Cards for Gaming Market Restraints

9 KEY FINDINGS IN THE Japan Sound Cards for Gaming STUDY

10 APPENDIX

10.1 Research Methodology
10.1.1 Methodology/Research Approach
10.1.2 Data Source
10.2 Author Details
10.3 Disclaimer