Download Games - Eastern Asia

  • Eastern Asia
  • The revenue in Eastern Asia's Download Games market market is forecasted to reach US$4.71bn in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 5.31%, leading to a projected market volume of US$6.10bn by 2029.
  • By 2029, the number of users in the Download Games market market is expected to reach 335.4m users.
  • The user penetration is set to be 19.6% in 2024, projected to increase to 20.6% by 2029.
  • When compared globally, the in the United States will generate the most revenue (US$5,054.00m in 2024) in the Download Games market market.
  • The average revenue per user (ARPU) in the Download Games market market is forecasted to be US$14.67 in 2024.
  • In Eastern Asia, Japan's Download Games market is thriving with a surge in innovative mobile gaming apps capturing the interest of tech-savvy consumers.

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

 
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Analyst Opinion

The Download Games market in Eastern Asia has been experiencing significant growth in recent years. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors have all contributed to this development.

Customer preferences in Eastern Asia have shifted towards digital entertainment, including download games. This can be attributed to several factors. Firstly, the increasing availability of high-speed internet connections has made it easier for consumers to download games directly to their devices.

This convenience has led to a growing preference for digital downloads over physical copies. Additionally, the rise of mobile gaming has also contributed to the popularity of download games in the region. With the widespread use of smartphones and tablets, consumers are increasingly turning to mobile devices for gaming, and downloading games directly onto these devices has become the norm.

Trends in the market have also played a significant role in the growth of the Download Games market in Eastern Asia. One notable trend is the increasing popularity of multiplayer online games. These games allow players to connect and interact with each other in virtual worlds, creating a social gaming experience.

This trend has been particularly prevalent in countries like South Korea and China, where online gaming communities are thriving. The demand for multiplayer online games has driven the growth of the download games market in these countries. Local special circumstances have also contributed to the development of the Download Games market in Eastern Asia.

For example, in South Korea, the government has actively supported the gaming industry, providing incentives and support for game developers. This has led to the emergence of a vibrant gaming industry in the country, with a strong focus on download games. Similarly, in China, the government has relaxed regulations on game approvals, allowing for a greater variety of games to be released in the market.

These local special circumstances have created a favorable environment for the growth of the download games market in Eastern Asia. Underlying macroeconomic factors have also played a role in the development of the Download Games market in Eastern Asia. The region has experienced strong economic growth in recent years, leading to an increase in disposable income.

As a result, consumers have more spending power to invest in entertainment, including download games. Additionally, the growing middle class in countries like China has contributed to the expansion of the market. With a larger consumer base, game developers have been able to target a wider audience, further fueling the growth of the download games market.

In conclusion, the Download Games market in Eastern Asia has experienced significant growth due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. As digital entertainment continues to gain popularity and the region's economies continue to grow, the download games market in Eastern Asia is expected to further expand in the coming years.

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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