Gaming Networks - Eastern Asia

  • Eastern Asia
  • The Gaming Networks market market in Eastern Asia is forecasted to achieve a revenue of US$1.02bn by 2024.
  • It is anticipated that the revenue will experience a Compound Annual Growth Rate (CAGR 2024-2029) of 6.54%, leading to a market volume of US$1.40bn by 2029.
  • The number of users in the Gaming Networks market market is projected to reach 44.9m users by 2029.
  • User penetration is set to be 2.1% in 2024 and is predicted to increase to 2.8% by 2029.
  • When compared globally, the in the United States is expected to generate the highest revenue (US$757.60m in 2024) in the Gaming Networks market market.
  • The average revenue per user (ARPU) is estimated to be US$29.95 in 2024.
  • In Eastern Asia, Japan's gaming networks in the media market are embracing virtual reality technology to enhance user experiences and drive engagement.

Key regions: United Kingdom, United States, France, Asia, Europe

 
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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.

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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