Now in early access

Make the unknown known

Hear Japan's core gamers in their own words, and decide faster.

Best-selling and best-loved are different brands
in 9 of 10 categories.

A data platform for the gaming industry, built on an independent survey of Japanese gamers that has run since 2016 and collected 11,718 responses in its latest year. Share, satisfaction, purchase drivers and year-over-year change, all in one console.

Sign up free to try the console in the demo environment.

28,551
Responses over 3 years
160,537
Open-ended comments
250+
Brands tracked
100+
Questions

3 survey years loaded so far. Earlier years are being added.

The full console: navigation for Dashboard, AI Analyst, Awards, Devices, Brands, Game Titles, Gamer profiles and Esports, with the gaming mouse category analysis (market concentration, biggest move, satisfaction leader, ownership rate)
Gaming PCs 26 brands Mice 44 brands Keyboards 68 brands Monitors 39 brands Headsets 24 brands Earphones 38 brands Microphones 22 brands Controllers 24 brands Mousepads 53 brands Chairs 40 brands Game titles 2,800+ Esports viewing and teams 30+ Streaming platforms 20 Energy drinks 29 brands Media outlets 18 major Influencers 13 major
Built for the core

Japan is one market.
Its core gamers are another.

Global market reports tell you how big Japan is. They rarely tell you why a Japanese competitive player picks one mouse over another. Gamers Census is built for that second question.

Straight to the core audience

Not the average of everyone who owns a console. We focus on the high-involvement, competitive players who actually drive peripheral purchases, where mass surveys lose the signal.

Granular enough to act on

Break share, satisfaction, NPS, purchase drivers and open-ended comments down by brand, category and segment. The finer the cut, the sharper the decision.

Independent, so gamers speak candidly

Complaints gamers would never send to a brand directly come out in an independent survey. You read the candid criticism as it was written.

Japan, tracked year after year

Price sensitivity, brand loyalty and community dynamics work differently in Japan. A dedicated team records them every year.

Only here

What you find
past the market report.

Not resold panel data, not scraped reviews. Primary data you cannot get anywhere else.

It is run by fpsjp.net, one of Japan's largest sites dedicated to FPS and gaming devices, whose team has served as jurors for The Game Awards. The awards drawn from the results have recognized winners in 129 award categories across three years.

25brands

Spot the next breakout early

Across 9 device categories, 25 brands at least doubled their share year over year.

Early partnerships, rising brands
9/10 categories

Best-selling is not best-loved

The gap between the two leaders shows you where to attack and where to defend.

Competitive position, brand strategy
72,062comments

Every open-ended answer, not a sample

72,062 free-text comments from the latest year, broken down by theme and sentiment. See what earns praise and where the improvement opportunities are, in numbers rather than impressions.

Product improvement, voice of the customer
18outlets/448streamers

The outlets and streamers that reach gamers, by name

Every gaming outlet read by at least 1% of respondents, plus favorite streamers sorted into human streamers and VTubers, with year-over-year growth. Roughly one in four streamer names was a VTuber.

Sponsorships and media buying
Features

From data straight to decisions.

This is what real purchases by Japan's core gamers look like in the console.

Market position

See where your product stands, at a glance.

Share, satisfaction, recommendation and ownership for each category, plus market concentration and the fastest-growing brands. A starting point for product planning and improvement.

Gaming mouse category analysis: KPI cards for market concentration, this year's fastest-growing brand, satisfaction leader and ownership rate
Year over year

Catch the risers in every category.

Year-over-year share, satisfaction and recommendation for every brand. Trend lines appear once three comparable years are in: each new survey year adds more change you can track.

Mouse brand share year over year, top 8 (2024 vs 2025 bar chart), with a table of satisfaction changes
Brand comparison

Your brand and a rival, side by side.

Pick two brands. Share, satisfaction, recommendation and awards line up in two columns, with the leader marked on every row. Nine views, from strengths and challenges to audience, year over year and user voices, show where you win in Japan and where you lose.

Brand comparison: best share rank, awards won, average satisfaction, average recommendation, total respondents and overall record for two brands in two columns, with a crown on the leading side
AI analyst

Answer the question the moment it comes up.

Ask "Which mice do FPS players in their 20s rate highest?", "Which streamers do our headset's users watch?" or "What do players complain about most with gaming PCs?" The AI combines full-text comment search with cross-category numbers, then pulls out and summarizes the answer.

AI analyst: the input screen with suggested questions
And more

From analysis to sharing, in one console.

Regional analysis

Respondents, play setups and device preferences mapped across Japan's 47 prefectures. Compare regions and ground your local targeting in data.

Regional analysis: a map of Japan showing respondents by prefecture with regional metrics

Brand detail

Market position, what gamers say, competitors and awards: seven views on every brand.

Cross-tabulation

Cross age, income, gender and play setup with brands. See exactly which segments a brand wins.

Gamer profiles

Age, income, play time and play style combined into a clear picture of who Japan's core gamers are.

Export

Download CSV for Excel or your BI tool. Annual reports print or save as PDF.

Share, cite, embed

Cite or embed individual cards so the numbers travel into your reports and articles intact.

Voice analysis

160,537 open-ended comments across all years, from the totals back to the original words.

Voice analysis: open-ended comments grouped by theme and sentiment

Annual report

STATE OF GAMING DEVICES, the yearly review of the device market, in 15 chapters for each brand. Ready to circulate internally as is.

Available features depend on your plan. Compare plans

Free sign-up

Start by seeing the product.

All of this is open before you buy anything.

Demo environment

Switch years, categories, brands and demographics and run the analysis yourself. Brand names and figures are samples.

Sample report

See how category analysis, brand analysis and open-ended comments look, in a format easy to share with your team.

Public information

Methodology, covered categories, release notes and FAQs are on public pages. No sign-up needed.

Use cases

Change how your team makes the call.

Different roles need different numbers. Each decision below gets a basis in primary data.

Brand marketing and product planning

Sharpen what you build and who it is for.

  • 01
    Competitive positionPlot share against satisfaction to see where you stand in Japan and where you can grow.
  • 02
    Voice of the customerCollect the complaints gamers raise about your brand and rank what to fix first.
  • 03
    Target segmentsCombine category entry points (the moments that prompt a purchase) with income and age to define who to go after.
Agencies and media planners

Decide who to work with and where to spend, with evidence.

  • 01
    Sponsorships and ambassadorsShow which creators actually reach core gamers in Japan.
  • 02
    Media planningSee which outlets reach the core audience, and weight your spend by reach and growth.
  • 03
    Winning pitchesBack your proposal with primary data from the market you are pitching for.
How it works

Three steps to confidence before you commit

How you get from first look to contract.

Sign up and look around

Registration takes a moment. Start with whichever screen interests you.

Talk it through with us

Contact us and we'll walk you through the console and pricing for your topic.

Confirm the depth, then subscribe

Once you know what you need, pick a plan or a pass.

FAQ

Frequently asked questions

Can we see the product before signing?
Yes. Free sign-up opens the demo environment and a sample report. We do not hand over the underlying data before a contract.
Where does the data come from?
From our own open survey, which anyone can take. Respondents are recruited mainly through fpsjp.net, the Japanese gaming media we run, so competitive core gamers make up most of the sample. It runs every year (questions are revised as the market changes) and records what people actually bought and use.
Does it cover markets outside Japan?
No. Every respondent plays in Japan, and that focus is the point: it is a view of the Japanese core gamer that global panels do not give you. For a global picture, use it alongside your existing market data.
How is this different from a market research report?
A PDF report is fixed. In the web console you switch years, categories, brands and demographics yourself and keep digging.
Can we add our own questions?
Yes, as an option quoted separately from the plans. Your questions can be added to the annual survey, or we can run a dedicated survey for you. We help from question review through to tabulating the results. Tell us what you have in mind.
What are the contract length and cancellation terms?
Contracts are annual; we do not offer monthly terms. You cannot cancel partway through a contract year, but you can stop the renewal for the next year at any time. Details are set out in the contract.
How is our data secured?
Account data and AI chat history are stored in a database in Japan (Tokyo region), encrypted in transit and at rest. Row-level access control in the database keeps each organization separate, sign-in supports passkeys, and member invitations and role changes are recorded in an audit log. Our staff do not read your AI questions to improve the product. Improvement relies only on category labels that cannot be traced back to who asked. Survey data is delivered only in a form that cannot identify individual respondents. See the privacy policy (Japanese) for details.

See it for your own category

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