Games - ASEAN

  • ASEAN
  • The revenue in the Games market in ASEAN is forecasted to reach US$13,120.00m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 7.72%, leading to a projected market volume of US$19,030.00m by 2029.
  • When compared globally, the highest revenue is projected to be generated in China (US$128.90bn in 2024).
  • In the Games market in ASEAN, the number of users is expected to reach 0.00 by 2029.
  • The user penetration is set to be 0.00 in 2024 and is projected to reach 0.00 by 2029.
  • The average revenue per user (ARPU) is expected to be [arpu_firstmarket_yeartoday].
  • The ASEAN region is witnessing a surge in mobile gaming, with a growing number of local developers creating culturally relevant content.

Key regions: United Kingdom, Germany, India, United States, South Korea

 
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Analyst Opinion

The Games market in ASEAN has been experiencing significant growth in recent years, driven by customer preferences for immersive gaming experiences, the rise of mobile gaming, and the increasing availability of high-speed internet connectivity. Customer preferences in the ASEAN region have shifted towards more immersive gaming experiences, with a growing demand for virtual reality (VR) and augmented reality (AR) games.

This trend can be attributed to the increasing affordability and accessibility of VR and AR devices, as well as the desire for more interactive and realistic gaming experiences. Additionally, there is a strong preference for multiplayer and online gaming, as ASEAN consumers seek to connect and compete with players from around the world. The rise of mobile gaming has also contributed to the growth of the Games market in ASEAN.

With the widespread adoption of smartphones and the availability of affordable data plans, mobile gaming has become increasingly popular among ASEAN consumers. Mobile games offer convenience and portability, allowing users to play anytime and anywhere. This has led to a surge in the number of mobile game developers and the availability of a wide range of mobile games in the ASEAN market.

The increasing availability of high-speed internet connectivity has further fueled the growth of the Games market in ASEAN. With faster internet speeds, gamers can now download and play games more quickly, stream gameplay videos, and engage in online multiplayer gaming without significant lag. This has led to an increase in the number of online gaming platforms and the development of games that require a constant internet connection.

In addition to these global trends, there are also local special circumstances that have contributed to the growth of the Games market in specific ASEAN countries. For example, in countries like Indonesia and Thailand, the large youth population and the popularity of esports have driven the demand for gaming. Esports tournaments and events attract a significant number of participants and spectators, and this has led to the growth of the gaming industry in these countries.

Underlying macroeconomic factors such as increasing disposable income, urbanization, and technological advancements have also played a role in the growth of the Games market in ASEAN. As disposable income rises, consumers are able to spend more on leisure activities, including gaming. Urbanization has led to the development of modern gaming infrastructure, such as gaming cafes and esports arenas, which cater to the growing demand for gaming in urban areas.

Technological advancements have made gaming more accessible and affordable, allowing a larger segment of the population to participate in the Games market. Overall, the Games market in ASEAN is experiencing significant growth due to customer preferences for immersive gaming experiences, the rise of mobile gaming, the increasing availability of high-speed internet connectivity, local special circumstances, and underlying macroeconomic factors. As these trends continue to evolve, the Games market in ASEAN is expected to continue its upward trajectory in the coming years.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. 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.

Overview

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