Gaming Networks - Southern Asia

  • Southern Asia
  • In Southern Asia, the revenue in the Gaming Networks market market is forecasted to reach US$113.20m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 3.98%, leading to a projected market volume of US$137.60m by 2029.
  • By 2029, the number of users in the Gaming Networks market market is expected to reach 5.2m users.
  • The user penetration is projected to be 0.2% in 2024 and is set to increase to 0.3% by 2029.
  • When compared globally, the in the United States is expected to generate the most revenue (US$757.60m in 2024) in the Gaming Networks market market.
  • The average revenue per user (ARPU) in the Gaming Networks market market is estimated to be US$26.12 in 2024.
  • The gaming networks sector in Southern Asia, particularly in India, is experiencing a surge in online multiplayer engagement and esports tournaments.

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

 
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Analyst Opinion

The Gaming Networks market in Southern Asia is experiencing significant growth and development. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors all contribute to the expansion of this industry in the region.

Customer preferences:
Customers in Southern Asia have shown a strong preference for online gaming networks, which offer a wide range of games and interactive features. The convenience of accessing these networks through smartphones and other mobile devices has also contributed to their popularity. Additionally, customers in this region are increasingly interested in multiplayer gaming experiences, allowing them to connect and compete with players from around the world.

Trends in the market:
One notable trend in the Gaming Networks market in Southern Asia is the rise of esports. Esports refers to competitive video gaming, where professional players compete in tournaments for cash prizes. This trend has gained significant traction in the region, with a growing number of esports teams, leagues, and events. The popularity of esports has not only attracted a large audience but has also led to increased investment in infrastructure and technology to support this growing industry. Another trend in the market is the integration of virtual reality (VR) and augmented reality (AR) technologies into gaming networks. These technologies provide users with immersive and interactive gaming experiences, enhancing the overall gameplay. The demand for VR and AR gaming is on the rise in Southern Asia, as customers seek more immersive and realistic gaming experiences.

Local special circumstances:
Southern Asia has a large and growing population of young people who are increasingly interested in gaming. This demographic trend has contributed to the growth of the Gaming Networks market in the region. Additionally, the increasing availability of affordable smartphones and internet access has made gaming more accessible to a larger segment of the population.

Underlying macroeconomic factors:
The economic growth and rising disposable incomes in Southern Asia have also played a significant role in the development of the Gaming Networks market. As more people have the means to purchase gaming devices and access online networks, the demand for gaming experiences has increased. The region's strong economic performance has also attracted investment from gaming companies, leading to the expansion of the market. In conclusion, the Gaming Networks market in Southern Asia is experiencing rapid growth and development due to customer preferences for online gaming, the rise of esports, the integration of VR and AR technologies, the large population of young people, and the region's strong economic performance. These factors are driving the expansion of the market and creating new opportunities for gaming companies in Southern 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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