Download Games - Asia

  • Asia
  • In Asia, revenue in the Download Games market market is projected to reach €6.68bn in 2024.
  • The revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 5.52%, leading to a projected market volume of €8.74bn by 2029.
  • Within the Download Games market market in Asia, the number of users is anticipated to amount to 0.7bn users by 2029.
  • User penetration will be 13.5% in 2024 and is expected to increase to 14.0% by 2029.
  • In a global comparison, the majority of revenue will be generated the United States, which is projected to reach €4,687.00m in 2024.
  • The average revenue per user (ARPU) in the Download Games market market in Asia is projected to be €10.87 in 2024.
  • In Asia, Japan's download games market is increasingly dominated by mobile gaming, reflecting a shift in consumer preferences towards portable entertainment options.

Key regions: India, Japan, China, Europe, France

 
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Comparaison de régions
 
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Analyst Opinion

The Download Games market in Asia has been experiencing significant growth in recent years, driven by changing customer preferences, emerging trends in the market, and local special circumstances.

Customer preferences:
In Asia, customers have shown a strong preference for mobile gaming, with a large portion of the population owning smartphones and having access to high-speed internet. This has led to the rise in popularity of downloadable games, as they provide a convenient and accessible way for users to enjoy gaming on the go. Additionally, customers in Asia tend to favor free-to-play games with in-app purchases, which has fueled the growth of the freemium model in the region.

Trends in the market:
One of the key trends in the Download Games market in Asia is the increasing popularity of multiplayer online battle arena (MOBA) games. These games, which involve teams of players competing against each other in real-time, have gained a strong following in countries like China and South Korea. The competitive nature of MOBA games has led to the development of professional gaming leagues and tournaments, further driving the demand for downloadable games in the region. Another trend in the market is the rise of esports. Asia has emerged as a major hub for competitive gaming, with large-scale esports events drawing millions of viewers both online and offline. This has created a thriving ecosystem around downloadable games, with professional players, teams, and sponsors contributing to the growth of the market. The popularity of esports has also led to increased investment in game development and infrastructure, further fueling the growth of the Download Games market in Asia.

Local special circumstances:
Asia is a diverse region with unique cultural and regulatory factors that influence the Download Games market. For example, in countries like China, there are strict regulations on game content and monetization models, which have shaped the market landscape. Chinese gamers have a preference for games that align with their cultural values and are more likely to spend money on virtual items and cosmetics within games. This has led to the development of localized games and business models that cater to the specific needs of the Chinese market.

Underlying macroeconomic factors:
The economic growth and increasing disposable income in many Asian countries have contributed to the growth of the Download Games market. As more people have access to smartphones and internet connectivity, the demand for downloadable games has risen. Additionally, the growing middle class in countries like India and Indonesia has created a larger consumer base for the gaming industry. In conclusion, the Download Games market in Asia is experiencing significant growth due to changing customer preferences, emerging trends in the market, and local special circumstances. The popularity of mobile gaming, the rise of MOBA games and esports, as well as unique cultural and regulatory factors, have all contributed to the development of the market. With the continued economic growth and increasing internet penetration in the region, the Download Games market in Asia is expected to continue its upward trajectory.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Vue d’ensemble

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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