Games - Asia

  • Asia
  • The Games market in Asia is expected to achieve a remarkable milestone, with projected total revenue reaching €84.52bn in 2022.
  • This projection is backed by an estimated annual growth rate (CAGR 2022-2027) of 7.63%, indicating a promising future for the market.
  • By 2027, the market volume is anticipated to soar to a staggering €127.80bn.
  • Within the Games market, the revenue generated from in-app purchases (IAP) is projected to hit €45.92bn in 2022.
  • Additionally, paid app revenue is expected to reach €0.36bn in the same year.
  • Advertising revenue in the Games market is also projected to play a significant role, with an estimated value of €38.24bn in 2022.
  • The popularity of the Games market can also be seen through the projected number of downloads, which is expected to reach a staggering 79.39bn downloads in 2022.
  • Furthermore, the average revenue per download is predicted to amount to €1.07.
  • A global comparison reveals that in China leads the way in terms of revenue generation within the Games market, with an estimated revenue of €59.65bn in 2022.
  • This exemplifies in China's dominance in the market segment, solidifying its position as a key player in the gaming industry.

Key regions: Europe, India, United States, South Korea, Asia

 
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Analyst Opinion

Since the start of Apple, Inc.'s App Store in 2008 with around 500 apps, mobile apps have come to dominate the digital economy and have quickly outpaced the demand for desktop applications. As of 2021, the Apple App Store and Google Play Store had more than 5 million apps combined. Because many apps from the West are not available in China, many new app stores have emerged there. Digital lifestyles around the world now depend on adopting mobile apps, especially when it comes to social networking. The games industry has also been thoroughly transformed by the app revolution and is demonstrated by the fact that the games category is the largest and highest-grossing app category.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on revenue from in-app purchases, revenue from the purchase of apps, and revenue from advertising, as well as the number of downloads for each app category.

Modeling approach:

Market sizes are determined through a bottom-up approach, building on a specific rationale for each market segment. As a basis for evaluating markets, we use market data from independent databases and third-party sources, current trends, and reported performance indicators of top market players. In addition, we use relevant key market indicators and data from country-specific associations, such as smartphone users and mobile broadband connections. This data helps us estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, 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/capita, level of digitization, and consumer attitudes toward apps.

Additional notes:

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 case market dynamics change.

Vue d’ensemble

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