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Games - Eastern Asia

Eastern Asia
  • In Eastern Asia, revenue in the Games market is projected to reach US$188.20bn in 2024.
  • This revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 7.50%, leading to a projected market volume of US$270.20bn by 2029.
  • In a global context, the majority of revenue will be generated United States, which is anticipated to generate US$128.10bn in 2024.
  • Within the Games market, the number of users in Eastern Asia is expected to reach 1.0bn users by 2029.
  • User penetration in this region will be 54.1% in 2024 and is anticipated to increase to 61.9% by 2029.
  • The average revenue per user (ARPU) is expected to amount to [arpu_firstmarket_yeartoday].
  • In Eastern Asia, particularly in South Korea, the rise of mobile gaming is re-shaping the media landscape, driving innovative content creation and consumption habits.

Definition:

The games market refers to the entire industry involved in the creation, development, publishing, distribution, and monetization of video games. This market encompasses a wide range of products, including console games, PC games, mobile games, and online games. It also includes hardware and accessories such as gaming consoles, controllers, and virtual reality headsets. The games market is a rapidly growing industry, with millions of people worldwide playing video games and billions of dollars in revenue generated each year.

Structure:

The games market contains out of several different markets, such as Physically Sold Video Games, Mobile Games or Cloud Gaming. Information on all the other markets can be found on the relevant page.

Additional Information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through in-game purchases, consumer spending on games, and subscription fees. Additional definitions for each market can be found within the respective market pages. Market numbers for download games, mobile games, online games and gaming networks can also be found in the digital market insights in the video games market. Key players in the market are companies like Activision (Call of Duty), PUBG Mobile or GeForce Now. For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Games Live Streaming, such as Twitch
  • Download Games, such as downloading from Steam
  • Cloud Gaming, such as GeForce Now
  • Mobile Games, such as PUBG Mobile
  • online and offline sales, such as from physical stores or online shops

Out-Of-Scope

  • Demo/Trial versions of video games
  • Free-to-play gaming apps
Games: market data & analysis - Cover

Market Insights report

Games: market data & analysis

Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Games market in Eastern Asia has been experiencing significant growth in recent years, driven by a combination of customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. Customer preferences in Eastern Asia have played a key role in driving the growth of the Games market. The region has a large and growing population of young consumers who are increasingly interested in gaming. They are attracted to the immersive and interactive nature of video games, which provide a form of entertainment that can be enjoyed alone or with friends. Additionally, the popularity of mobile gaming has surged in recent years, as smartphones have become more affordable and accessible to a wider audience. This has led to a shift in consumer behavior, with more people playing games on their mobile devices. Trends in the market have also contributed to the growth of the Games industry in Eastern Asia. One notable trend is the rise of esports, which has gained significant popularity in countries like South Korea and China. Esports tournaments attract millions of viewers and generate substantial revenue through sponsorships, ticket sales, and media rights. This has created a thriving ecosystem of professional gamers, teams, and leagues, further fueling the demand for gaming products and services. Local special circumstances in Eastern Asia have also had an impact on the Games market. For example, in China, the government has implemented regulations to restrict the number of new video game releases and limit the amount of time minors can spend playing games. These measures aim to address concerns about gaming addiction and protect the well-being of young people. While these regulations have had a short-term impact on the market, they have also created opportunities for game developers to innovate and create new gaming experiences that comply with the regulations. Underlying macroeconomic factors have also contributed to the growth of the Games market in Eastern Asia. The region has experienced rapid economic development and rising disposable incomes, which have increased the affordability of gaming devices and software. In addition, advancements in technology have made gaming more accessible and immersive, with virtual reality and augmented reality technologies gaining traction in the market. These factors, combined with the large and growing population in the region, have created a favorable environment for the Games industry to thrive. In conclusion, the Games market in Eastern Asia is experiencing significant growth due to customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. The region's young and tech-savvy population, coupled with the rise of mobile gaming and esports, has created a strong demand for gaming products and services. Additionally, local regulations and economic development have further fueled the growth of the market. As the region continues to evolve, the Games industry is expected to continue its upward trajectory.

    Users

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Key Players

    Most recent update: Mar 2024

    Source: Statista Company Insights

    Global Comparison

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Methodology

    Data coverage:

    The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. 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.

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    Games: market data & analysis - BackgroundGames: market data & analysis - Cover

    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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