Cloud Gaming - Southern Asia

  • Southern Asia
  • The revenue in the Cloud Gaming market market in Southern Asia is projected to reach US$102.90m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 32.83%, resulting in a projected market volume of US$425.50m by 2029.
  • In the Cloud Gaming market market in Southern Asia, the number of readers is expected to amount to 28.6m users by 2029.
  • User penetration will be 1.2% in 2024 and is expected to hit 1.4% by 2029.
  • The average revenue per user (ARPU) is expected to amount to US$4.55.
  • In global comparison, most revenue will be generated the in the United States (US$1,938.00m in 2024).
  • In Southern Asia, Cloud Gaming in the Media market is surging, with increasing demand for high-quality, on-the-go entertainment experiences among tech-savvy consumers.

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

 
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Analyst Opinion

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

Customer preferences:
Customers in Southern Asia are increasingly drawn to the convenience and flexibility of cloud gaming. With cloud gaming, players can access and play their favorite games on any device with an internet connection, eliminating the need for expensive gaming consoles or high-end PCs. This appeals to a wide range of customers, from casual gamers to avid enthusiasts, who are looking for a seamless and accessible gaming experience.

Trends in the market:
One of the key trends in the cloud gaming market in Southern Asia is the increasing availability of high-speed internet connections. As internet infrastructure continues to improve in the region, more customers are able to access cloud gaming services without experiencing significant lag or latency issues. This has led to a surge in demand for cloud gaming platforms and services. Another trend in the market is the rise of mobile gaming. Southern Asia has a large and growing population of smartphone users, and many of them are turning to cloud gaming as a way to play high-quality games on their mobile devices. This trend is driving the development of cloud gaming platforms and services that are specifically tailored for mobile gaming.

Local special circumstances:
One of the unique aspects of the cloud gaming market in Southern Asia is the diversity of languages and cultures in the region. Gaming companies are recognizing the importance of localizing their games and services to cater to the preferences and needs of customers in different countries. This includes translating game content into local languages, incorporating local cultural references, and adapting gameplay mechanics to suit local tastes.

Underlying macroeconomic factors:
The growth of the cloud gaming market in Southern Asia can be attributed to several underlying macroeconomic factors. Firstly, the region has a large and young population, with a growing middle class that has increasing disposable income. This provides a strong customer base for the gaming industry and creates opportunities for companies to expand their presence in the market. Secondly, the rapid development of internet infrastructure in Southern Asia has made it easier for customers to access cloud gaming services. As more people gain access to high-speed internet connections, the demand for cloud gaming is expected to continue growing. Lastly, the increasing popularity of esports in Southern Asia is also contributing to the growth of the cloud gaming market. Esports tournaments and events are attracting a large audience and generating significant revenue, which in turn drives the demand for cloud gaming platforms and services. In conclusion, the Cloud Gaming market in Southern Asia is experiencing growth and development due to customer preferences for convenience and flexibility, the increasing availability of high-speed internet connections, the rise of mobile gaming, the importance of localization, and underlying macroeconomic factors such as a large and young population, the development of internet infrastructure, and the popularity of esports.

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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