Online Games - Asia
- Asia
- In Asia, revenue in the Online Games market is projected to reach €14.15bn in 2025.
- Revenue is expected to exhibit an annual growth rate (CAGR 2025-2029) of 4.97%, leading to a projected market volume of €17.18bn by 2029.
- In the Online Games market withAsia, the number of users is anticipated to total 0.8bn users by 2029.
- User penetration will stand at 16.6% in 2025 and is projected to increase to 17.4% by 2029.
- In a global context, the majority of revenue will be generated China, with an expected figure of €6,283.00m in 2025.
- The average revenue per user (ARPU) in the Online Games market in Asia is projected to reach €18.71 in 2025.
- In Asia, particularly in South Korea, the online games market is increasingly influenced by the rise of competitive esports and mobile gaming integration.
Key regions: France, South Korea, Europe, India, Asia
Analyst Opinion
The Online Games Market within the Media Market in Asia is experiencing moderate growth, influenced by factors such as the rising popularity of mobile gaming, advancements in technology, and increased internet accessibility among diverse demographics in the region.
Customer preferences: Consumers in the Online Games Market within the Media Market in Asia are shifting towards more immersive and socially connected gaming experiences. The rise of mobile gaming is fostering a preference for multiplayer and cooperative games, capitalizing on the strong cultural emphasis on community and collaboration. Additionally, younger demographics are gravitating towards games that incorporate elements of virtual reality and augmented reality, reflecting a desire for innovative and engaging interactions. This trend is further influenced by the increasing integration of e-sports, resonating with the competitive spirit prevalent in many Asian cultures.
Trends in the market: In Asia, the Online Games Market is experiencing a surge in demand for immersive gaming experiences, with players increasingly favoring multiplayer and cooperative formats. The mobile gaming sector is thriving, driven by a cultural inclination towards community engagement. Furthermore, younger audiences are drawn to games that integrate virtual and augmented reality elements, reflecting a desire for innovative interaction. The rise of e-sports is also notable, tapping into the competitive ethos prevalent across the region, which presents significant opportunities for developers and publishers to engage and expand their user base.
Local special circumstances: In China, the Online Games Market is shaped by stringent government regulations, which can both restrict and guide game development, fostering a focus on culturally relevant content. Japan's market thrives on a rich gaming culture, with an emphasis on storytelling and character-driven experiences, appealing to a diverse audience across age groups. South Korea's gaming landscape is influenced by its strong e-sports infrastructure and high-speed internet access, promoting competitive play and community engagement. In India, rapid smartphone adoption and a burgeoning youth population drive demand for mobile games, emphasizing social interaction and localized content.
Underlying macroeconomic factors: The Online Games Market in Asia is significantly influenced by macroeconomic factors such as varying levels of technological advancement, government regulations, and the economic health of each country. For instance, China's stringent regulations can stifle innovation but also ensure quality control, impacting market entry and development costs. Meanwhile, Japan's robust economy and cultural affinity for gaming foster high consumer spending, while South Korea's advanced internet infrastructure supports a thriving e-sports ecosystem. In India, economic growth paired with increased smartphone penetration boosts mobile gaming demand, emphasizing the need for localized and engaging content to cater to its youthful demographic. These factors collectively shape a dynamic and competitive online gaming landscape across 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