Games - Central Asia

  • Central Asia
  • In Central Asia, revenue in the Games market is projected to reach US$1,129.00m in 2025.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2025-2029) of 7.50%, leading to a projected market volume of US$1,508.00m by 2029.
  • In a global context, the majority of revenue will be generated United States, which is anticipated to reach US$141.80bn in 2025.
  • In the Games market withCentral_Asia, the number of users is expected to amount to 20.9m users by 2029.
  • User penetration in Central Asia will be 22.8% in 2025 and is projected to increase to 24.7% by 2029.
  • The average revenue per user (ARPU) is expected to amount to [arpu_firstmarket_yeartoday].
  • In Central Asia, the gaming industry is experiencing rapid growth, driven by increasing internet accessibility and a surge in mobile gaming popularity among youth.

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

 
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Analyst Opinion

The Games market in Central Asia has been experiencing significant growth in recent years, driven by changing customer preferences and the increasing popularity of gaming in the region.

Customer preferences:
One of the key factors driving the growth of the Games market in Central Asia is the changing preferences of customers. With the advancement of technology and the increasing availability of high-speed internet, more people in the region are turning to gaming as a form of entertainment. This shift in preferences is evident in the increasing demand for gaming consoles, mobile gaming devices, and online gaming platforms.

Trends in the market:
One of the major trends in the Games market in Central Asia is the rise of mobile gaming. With the widespread adoption of smartphones and the increasing affordability of mobile data plans, more people are accessing games on their mobile devices. This trend is particularly pronounced among the younger population, who are more likely to own smartphones and spend a significant amount of time playing games on their devices. Another trend in the market is the growing popularity of online multiplayer games. Central Asian gamers are increasingly seeking social interaction and competitive gameplay experiences, which has led to a surge in the popularity of online multiplayer games. This trend is further fueled by the growing popularity of esports in the region, with an increasing number of tournaments and events being organized to cater to the demand for competitive gaming.

Local special circumstances:
Central Asia is a region with a young population and a growing middle class, which has contributed to the growth of the Games market. The younger population is more tech-savvy and has a higher disposable income, making them a key target market for gaming companies. Additionally, the region has a strong gaming culture, with gaming cafes and esports arenas becoming popular hangout spots for gamers.

Underlying macroeconomic factors:
The growth of the Games market in Central Asia is also influenced by underlying macroeconomic factors. The region has been experiencing economic growth in recent years, which has led to an increase in disposable income and consumer spending. This has allowed more people to afford gaming devices and spend money on in-game purchases. Furthermore, the increasing internet penetration and infrastructure development in the region have made gaming more accessible to a larger population. In conclusion, the Games market in Central Asia is experiencing significant growth due to changing customer preferences, the rise of mobile gaming, and the increasing popularity of online multiplayer games. The region's young population, growing middle class, and improving macroeconomic factors have also contributed to the expansion of the market. As the region continues to develop and embrace technology, the Games market in Central Asia is expected to further thrive 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
  • Global Comparison
  • Methodology
  • Key Market Indicators
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