Gaming Networks - Southeast Asia

  • Southeast Asia
  • In Southeast Asia, revenue in the Gaming Networks market market is projected to reach US$59.42m in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 7.77%, leading to a projected market volume of US$86.39m by 2029.
  • The number of users in the Gaming Networks market market in Southeast Asia is anticipated to reach 4.2m users by 2029.
  • User penetration will be 0.4% in 2024 and is expected to increase to 0.6% by 2029.
  • In a global context, the United States will generate the highest revenue, amounting to US$757.60m in 2024.
  • The average revenue per user (ARPU) in the Gaming Networks market market in Southeast Asia is projected to be US$19.77 in 2024.
  • Southeast Asia's gaming networks are increasingly fostering community-driven content and e-sports events, reflecting the region's youthful demographic and technological adoption.

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

 
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Analyst Opinion

The Gaming Networks market in Southeast Asia is experiencing significant growth and development. Customer preferences in the gaming industry have shifted towards online gaming and multiplayer experiences. With the increasing availability of high-speed internet and the rise of mobile gaming, more and more people in Southeast Asia are turning to gaming networks to connect and play with friends and other players from around the region. The convenience and accessibility of online gaming platforms have made them a popular choice for gamers of all ages. Trends in the market show a growing demand for eSports in Southeast Asia. eSports tournaments and events have gained immense popularity, attracting large audiences and generating substantial revenue. The region has seen the emergence of professional eSports teams and the establishment of dedicated eSports arenas. This trend is driven by the increasing interest in competitive gaming and the desire for recognition and validation among gamers. Local special circumstances in Southeast Asia contribute to the growth of the Gaming Networks market. The region has a large population of young and tech-savvy individuals who are enthusiastic about gaming. Additionally, the prevalence of smartphones and affordable internet access has made gaming networks more accessible to a wider audience. Social and cultural factors also play a role, as gaming has become a popular form of entertainment and a way for people to connect and socialize. Underlying macroeconomic factors also contribute to the development of the Gaming Networks market in Southeast Asia. The region has experienced rapid economic growth, leading to an increase in disposable income and the ability to invest in gaming equipment and subscriptions. Furthermore, the rise of digital payments and e-commerce platforms has made it easier for gamers to make purchases and transactions within gaming networks. In conclusion, the Gaming Networks market in Southeast Asia is thriving due to customer preferences for online gaming and multiplayer experiences, the growing popularity of eSports, local special circumstances such as a young and tech-savvy population, and underlying macroeconomic factors such as economic growth and digital payment infrastructure. As the region continues to embrace gaming as a form of entertainment and social interaction, the market 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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