Download Games - Southern Asia

  • Southern Asia
  • Revenue in the Download Games market market in Southern Asia is forecasted to reach US$0.63bn by 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 6.91%, leading to a projected market volume of US$0.88bn by 2029.
  • The number of users in the Download Games market market is expected to reach 148.0m users by 2029.
  • User penetration is projected to be 6.8% in 2024 and is forecasted to increase to 7.4% by 2029.
  • When compared globally, the in the United States is expected to generate the highest revenue (approximately US$5,054.00m in 2024).
  • The average revenue per user (ARPU) in the Download Games market market is projected to be US$4.83 in 2024.
  • In Southern Asia, the popularity of mobile download games in India is skyrocketing, driven by a tech-savvy youth population and increasing smartphone penetration.

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

 
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Analyst Opinion

The Download Games market in Southern Asia has been experiencing significant growth in recent years. With the increasing popularity of smartphones and the growing number of internet users in the region, the demand for mobile games has skyrocketed.

Customer preferences:
Customers in Southern Asia have shown a strong preference for mobile games due to their convenience and accessibility. The majority of the population in this region owns a smartphone, making it the primary platform for gaming. Additionally, the low cost of mobile games compared to console or PC games has made them more affordable for the average consumer. As a result, there has been a shift in customer preferences towards mobile games, leading to a surge in downloads.

Trends in the market:
One of the key trends in the Download Games market in Southern Asia is the rise of freemium games. These games are free to download but offer in-app purchases to enhance the gaming experience. This business model has proven to be highly successful, as it allows developers to reach a wider audience and generate revenue through microtransactions. The freemium model has also led to the emergence of mobile gaming as a viable industry in Southern Asia, attracting both local and international developers. Another trend in the market is the increasing popularity of multiplayer online games. With the advancement of internet infrastructure in Southern Asia, more and more gamers are able to connect and play with each other in real-time. This has created a vibrant gaming community and has led to the growth of competitive gaming events and esports in the region. The rise of esports has further fueled the demand for download games, as players strive to improve their skills and compete at a professional level.

Local special circumstances:
One of the unique aspects of the Download Games market in Southern Asia is the diversity of cultures and languages in the region. This presents both opportunities and challenges for game developers. On one hand, it allows for the creation of games that cater to specific local preferences and interests. On the other hand, it requires developers to localize their games by translating them into multiple languages and adapting them to different cultural contexts. This localization process can be time-consuming and costly, but it is essential for success in the Southern Asian market.

Underlying macroeconomic factors:
The rapid growth of the Download Games market in Southern Asia can be attributed to several macroeconomic factors. Firstly, the region has witnessed a significant increase in disposable income, allowing more people to afford smartphones and mobile data plans. This has expanded the potential customer base for download games. Secondly, the improving internet infrastructure in Southern Asia has made it easier for users to download and play games on their smartphones. Lastly, the rise of digital payment systems has made it more convenient for users to make in-app purchases, further driving the growth of the market. In conclusion, the Download Games market in Southern Asia is experiencing robust growth due to the increasing popularity of mobile games, the rise of freemium and multiplayer online games, the diversity of cultures and languages in the region, and the underlying macroeconomic factors such as rising disposable income and improving internet infrastructure. This market presents both opportunities and challenges for game developers, but with the right strategies and localization efforts, it has the potential for continued growth in the future.

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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