Video Games - Asia

  • Asia
  • In 2024, the Video Games market in Asia is projected to achieve a revenue of €138.50bn.
  • It is expected to exhibit a compound annual growth rate (CAGR 2024-2027) of 8.15%, resulting in a market volume of €175.20bn by 2027.
  • By that year, the number of users in the Asian Video Games market is expected to reach 848.3m users.
  • The user penetration rate, which is currently at 16.8%, is projected to increase to 18.3% by 2027.
  • Among the different segments of the Video Games market, the largest market share is held by Mobile Games, with a market volume of €60.35bn in 2024.
  • When comparing the global market, China is anticipated to generate the highest revenue, estimated at €87,620.00m in 2024.
  • Lastly, the average revenue per user (ARPU) in the Video Games market is projected to reach €181.20 in 2024.
  • In South Korea, the rise of esports has led to a booming video game industry, with professional gaming teams, tournaments, and dedicated gaming cafes becoming increasingly popular.

Key regions: France, South Korea, Asia, Japan, Europe

 
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Analyst Opinion

While all other Digital Media market markets have already gone through small revolutions caused by new business models like subscription-based services, the Video Games market is only at the beginning of this development. New offers like Ubisoft’s Uplay+ gaming flat rate or technical innovations like Google Stadia’s game streaming platform might attract even more casual gamers and revolutionize the way consumers play video games in general.

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., the Statista Global Consumer Survey), 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). GCS data is reweighted for representativeness.

Vue d’ensemble

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