Cloud Gaming - Eastern Asia

  • Eastern Asia
  • Revenue in the Cloud Gaming market is projected to reach US$2.38bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 30.59%, resulting in a projected market volume of US$9.04bn by 2029.
  • In the Cloud Gaming market, the number of readers is expected to amount to 279.0m users by 2029.
  • User penetration will be 13.5% in 2024 and is expected to hit 17.2% by 2029.
  • The average revenue per user (ARPU) is expected to amount to US$10.81.
  • In global comparison, most revenue will be generated in the United States (US$1,938.00m in 2024).

Key regions: China, Japan, Germany, France, United Kingdom

 
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Analyst Opinion

The Cloud Gaming market in Eastern Asia is experiencing significant growth and development.

Customer preferences:
Customers in Eastern Asia are increasingly embracing cloud gaming as it offers several advantages over traditional gaming. Cloud gaming allows users to access a wide range of games without the need for expensive gaming hardware. This appeals to customers who are looking for a more affordable and convenient gaming experience. Additionally, cloud gaming enables users to play games on multiple devices, including smartphones and tablets, which aligns with the region's high mobile penetration rate.

Trends in the market:
One of the key trends in the cloud gaming market in Eastern Asia is the rise of local cloud gaming platforms. These platforms are catering specifically to the preferences and tastes of customers in the region. They offer a diverse range of games, including popular titles from both local and international developers. By focusing on local content, these platforms are able to attract a larger user base and differentiate themselves from global competitors. Furthermore, local platforms often provide localized customer support and offer competitive pricing, which further enhances their appeal to customers in Eastern Asia. Another trend in the market is the increasing adoption of cloud gaming by esports enthusiasts. Esports is a rapidly growing industry in Eastern Asia, and many professional gamers are turning to cloud gaming platforms to practice and compete. Cloud gaming offers low latency and high-performance gameplay, which is crucial for competitive gaming. As a result, cloud gaming platforms are partnering with esports organizations and hosting tournaments to attract this customer segment. This trend is driving the growth of the cloud gaming market in Eastern Asia, as more gamers are drawn to the convenience and competitive advantages offered by cloud gaming.

Local special circumstances:
Eastern Asia has a strong gaming culture, with a large and dedicated community of gamers. This cultural affinity for gaming contributes to the growth of the cloud gaming market in the region. Additionally, Eastern Asia has a robust internet infrastructure, with high-speed internet connectivity available to a large portion of the population. This enables smooth and uninterrupted gameplay, which is essential for cloud gaming. The region's advanced technology infrastructure and high smartphone penetration rate also contribute to the popularity of cloud gaming.

Underlying macroeconomic factors:
The economic growth and increasing disposable income in Eastern Asia are driving the demand for cloud gaming. As the middle class expands and more people have access to smartphones and internet connectivity, the market for cloud gaming continues to grow. Additionally, the region's large population provides a significant customer base for cloud gaming platforms. The rise of cloud gaming also aligns with the overall digital transformation happening in Eastern Asia, as consumers increasingly shift towards digital entertainment and services. In conclusion, the Cloud Gaming market in Eastern Asia is witnessing significant growth and development due to customer preferences for affordable and convenient gaming experiences, the rise of local platforms catering to regional tastes, the increasing adoption of cloud gaming by esports enthusiasts, the strong gaming culture in the region, advanced technology infrastructure, and the economic growth in Eastern Asia. These factors are driving the expansion of the cloud gaming market in Eastern Asia and creating opportunities for both local and global players in the industry.

Methodology

Data coverage:

Figures are based on subscription spending, consumer spending, investment, and funding data.

Modeling approach / Market size:

Market sizes are determined by a Top-Down approach, based on a specific rationale for each market market. As a basis for evaluating markets, we use reports, third-party studies, research companies. Next we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, internet penetration and cloud revenues. This data helps us to 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 particular market. For example, the S-curve function and exponential trend smoothing are well suited to forecast digital products and services due to the non-linear growth of technology adoption. The main drivers are consumer spending per capita, level of digitalization, and cloud revenues.

Additional Notes:

The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

Overview

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