Download Games - ASEAN

  • ASEAN
  • In ASEAN, revenue in the Download Games market market is projected to reach US$1.10bn in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 4.79%, leading to a projected market volume of US$1.39bn by 2029.
  • Within the Download Games market market in ASEAN, the number of users is anticipated to total 126.8m users by 2029.
  • User penetration is forecasted to be 17.4% in 2024 and is expected to increase to 17.7% by 2029.
  • In a global context, the majority of revenue is projected to be generated the United States, with an estimated US$5,054.00m in 2024.
  • The average revenue per user (ARPU) within the Download Games market market in ASEAN is expected to reach US$9.08 in 2024.
  • The Download Games segment in ASEAN is witnessing increased engagement, driven by a surge in mobile gaming popularity among younger demographics.

Key regions: India, Japan, China, Europe, France

 
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Analyst Opinion

The Download Games market in ASEAN is experiencing significant growth and development.

Customer preferences:
Customers in ASEAN countries have shown a strong preference for downloading games rather than purchasing physical copies. This can be attributed to several factors, including the convenience and accessibility of digital downloads, as well as the increasing popularity of mobile gaming. Additionally, the younger demographic in ASEAN countries is more tech-savvy and accustomed to digital platforms, making them more likely to choose downloadable games over physical copies.

Trends in the market:
One notable trend in the Download Games market in ASEAN is the rise of mobile gaming. With the increasing penetration of smartphones and affordable data plans, mobile gaming has become a popular form of entertainment in the region. This trend is driven by the convenience and portability of mobile devices, as well as the wide variety of games available on app stores. As a result, game developers are focusing more on creating mobile-friendly games to cater to the growing demand in ASEAN countries. Another trend in the market is the shift towards free-to-play games with in-app purchases. This business model allows players to download and play games for free, but offers optional in-game purchases that enhance the gaming experience. This model has gained popularity in ASEAN countries due to its accessibility and affordability. Players have the flexibility to choose whether or not to make in-app purchases, and developers can generate revenue through these transactions.

Local special circumstances:
One of the special circumstances in the Download Games market in ASEAN is the diversity of languages and cultures in the region. ASEAN countries have different languages and cultural preferences, which affect the types of games that are popular in each country. Game developers need to consider these factors and localize their games to cater to the specific preferences of each market. This includes translating the game content into local languages and incorporating culturally relevant elements.

Underlying macroeconomic factors:
The growth of the Download Games market in ASEAN can be attributed to several underlying macroeconomic factors. Firstly, the increasing internet penetration and smartphone adoption rates in the region have expanded the potential customer base for downloadable games. As more people gain access to the internet and mobile devices, the demand for digital entertainment, including games, is expected to continue growing. Secondly, the rising disposable incomes in ASEAN countries have contributed to the growth of the Download Games market. As people have more disposable income, they are more willing to spend on entertainment, including downloadable games. This trend is particularly evident among the younger population, who have a higher propensity to spend on digital content. In conclusion, the Download Games market in ASEAN is experiencing significant growth and development due to customer preferences for digital downloads, the rise of mobile gaming, the shift towards free-to-play games with in-app purchases, local special circumstances, and underlying macroeconomic factors such as increasing internet penetration and rising disposable incomes.

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., 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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