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Gaming Networks - Eastern Asia

Eastern Asia
  • Revenue in the Gaming Networks market market in Eastern Asia is projected to reach US$1.02bn in 2024.
  • Revenue in this region is expected to exhibit an annual growth rate (CAGR 2024-2029) of 6.48%, culminating in a projected market volume of US$1.40bn by 2029.
  • In the Eastern Asian Gaming Networks market market, the number of users is anticipated to amount to 44.9m users by 2029.
  • User penetration in Eastern Asia will be 2.1% in 2024 and is expected to increase to 2.8% by 2029.
  • In a global context, the majority of revenue will be generated the United States (US$757.60m in 2024).
  • The average revenue per user (ARPU) in the Gaming Networks market market in Eastern Asia is projected to be US$29.95 in 2024.
  • In Eastern Asia, particularly in South Korea, the gaming networks market is witnessing a surge in competitive eSports, driving innovative content and community engagement.

Definition:

Gaming networks refer to online platforms or services that facilitate multiplayer gaming experiences, allowing players to connect and interact with each other over the internet. These networks often provide features such as matchmaking, chat functionalities, leaderboards, and social integration, enabling gamers to engage in collaborative or competitive gameplay across various devices and locations.

Additional Information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through subscriptions. Key players in the market are companies, such as PlayStation Network (PSN), Xbox Live, and Nintendo Switch Online.

In-Scope

  • Subscription-based access to online premium services such as Xbox Live Gold, PlayStation Plus, or Nintendo Switch Online
  • Game passes such as Xbox Game Pass, EA Access, or Origin Access

Out-Of-Scope

  • Monthly fees for playing online-based games such as World of Warcraft
  • Expenses for DLCs, season passes, in-games purchases, etc.
  • Cloud gaming subscriptions such as PlayStation Now
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 Gaming Networks market in Eastern Asia is experiencing significant growth and development, driven by customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. Customer preferences in Eastern Asia are playing a crucial role in the growth of the Gaming Networks market. The region has a large population of tech-savvy individuals who are highly engaged in gaming activities. Online gaming has become increasingly popular, with a growing number of people participating in multiplayer games and eSports competitions. Additionally, mobile gaming has gained immense popularity, as smartphones are widely accessible and affordable in the region. The convenience and portability of mobile gaming have attracted a large number of users, contributing to the growth of the Gaming Networks market. Trends in the market also contribute to the development of the Gaming Networks market in Eastern Asia. One major trend is the rise of cloud gaming. With the advancement of technology, gamers in the region are increasingly adopting cloud gaming platforms, which allow them to stream and play games without the need for high-end hardware. This trend has made gaming more accessible to a wider audience, leading to increased participation and revenue in the Gaming Networks market. Another trend in the market is the growing popularity of virtual reality (VR) gaming. Eastern Asia has witnessed a surge in demand for VR gaming experiences, as gamers seek more immersive and realistic gameplay. The availability of VR headsets and games has expanded, attracting a dedicated user base and driving the growth of the Gaming Networks market. Local special circumstances also contribute to the development of the Gaming Networks market in Eastern Asia. The region is home to several gaming companies and studios that produce high-quality games, attracting both domestic and international players. The competitive landscape and the presence of these gaming companies drive innovation and investment in the market, leading to the overall growth of the Gaming Networks market. Underlying macroeconomic factors also play a role in the development of the Gaming Networks market in Eastern Asia. The region has experienced steady economic growth, leading to increased disposable income among the population. As a result, more individuals are able to afford gaming consoles, PCs, and smartphones, which fuels the demand for gaming and drives the growth of the Gaming Networks market. In conclusion, the Gaming Networks market in Eastern Asia is experiencing significant growth and development due to customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. The region's tech-savvy population, the rise of online and mobile gaming, the adoption of cloud gaming and VR gaming, the presence of gaming companies, and the region's economic growth all contribute to the expansion of the Gaming Networks market in Eastern Asia.

    Users

    Most recent update: Nov 2024

    Source: Statista Market 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 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.

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    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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