Gaming Networks - Asia

  • Asia
  • In Asia, revenue in the Gaming Networks market market is projected to reach €1.26bn in 2024.
  • Revenue in this region is expected to show an annual growth rate (CAGR 2024-2029) of 6.55%, resulting in a projected market volume of €1.73bn by 2029.
  • The number of users in Asia's Gaming Networks market market is anticipated to amount to 59.9m users by 2029.
  • User penetration in Asia will be 1.0% in 2024 and is expected to rise to 1.3% by 2029.
  • In global comparison, most revenue will be generated the United States (€702.60m in 2024).
  • The average revenue per user (ARPU) in Asia's Gaming Networks market market is projected to amount to €27.50 in 2024.
  • In Asia, particularly in South Korea, the gaming networks market is witnessing a surge in mobile gaming innovations, leading to increased user engagement and investment opportunities.

Key regions: United Kingdom, United States, France, Asia, Europe

 
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Analyst Opinion

The Gaming Networks market in Asia is experiencing significant growth and development, driven by various factors such as customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. Customer preferences in the Gaming Networks market in Asia are shifting towards online multiplayer gaming and social interaction. With the increasing availability of high-speed internet and the proliferation of smartphones, more and more gamers are opting for online gaming platforms that allow them to connect and play with friends and other players from around the world. This preference for online multiplayer gaming is driving the demand for gaming networks that can support large numbers of concurrent players and provide a seamless and immersive gaming experience. Trends in the market are also contributing to the growth of the Gaming Networks market in Asia. One major trend is the rise of esports, which refers to competitive video gaming. Esports has gained immense popularity in recent years, with professional gamers competing in tournaments and leagues for substantial prize money. This trend has created a demand for robust gaming networks that can handle the high volume of traffic generated by esports events and provide low latency connections to ensure fair and competitive gameplay. Another trend in the Gaming Networks market in Asia is the increasing adoption of cloud gaming. Cloud gaming allows users to stream games directly from remote servers, eliminating the need for high-end gaming hardware and enabling gamers to play on a wide range of devices. This trend is driving the demand for gaming networks with high bandwidth and low latency to ensure smooth and lag-free gameplay. Local special circumstances also play a role in the development of the Gaming Networks market in Asia. For example, in countries like South Korea and China, where gaming is deeply ingrained in the culture, there is a strong demand for gaming networks that can support the large number of gamers in these countries. Additionally, government regulations and policies can also impact the growth of the market. Some countries may impose restrictions on online gaming or require gaming networks to comply with certain regulations, which can affect the availability and accessibility of gaming networks in those markets. Underlying macroeconomic factors such as the growth of the middle class, increasing disposable income, and technological advancements are fueling the growth of the Gaming Networks market in Asia. As more people in the region have the means to afford gaming devices and access to high-speed internet, the demand for gaming networks is expected to continue to rise. Overall, the Gaming Networks market in Asia is experiencing rapid growth and development due to customer preferences for online multiplayer gaming and social interaction, trends such as the rise of esports and cloud gaming, local special circumstances, and underlying macroeconomic factors. As the market continues to evolve, it is crucial for companies in the gaming industry to adapt and innovate to meet the changing needs and demands of gamers in the region.

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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