Mobile Games - Eastern Asia

  • Eastern Asia
  • Revenue in the Mobile Games market is projected to reach US$58.82bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.62%, resulting in a projected market volume of US$77.31bn by 2029.
  • In the Mobile Games market, the number of users is expected to amount to 0.8bn users by 2029.
  • User penetration will be 41.1% in 2024 and is expected to hit 46.8% by 2029.
  • In global comparison, most revenue will be generated in China (US$34,660.00m in 2024).
  • The average revenue per user (ARPU) in the Mobile Games market is projected to amount to US$87.60 in 2024.

Key regions: Japan, Germany, South Korea, China, Asia

 
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Analyst Opinion

The Mobile Games market in Eastern Asia has been experiencing significant growth in recent years. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors have all contributed to this development. Customer preferences in Eastern Asia have played a crucial role in the growth of the Mobile Games market. The region has a large population of tech-savvy and digitally engaged consumers who are increasingly turning to mobile devices for entertainment. The convenience and accessibility of mobile games have made them a popular choice among consumers in Eastern Asia. Additionally, the popularity of multiplayer and social gaming experiences has driven the demand for mobile games in the region. Several trends have emerged in the Mobile Games market in Eastern Asia. One notable trend is the rise of eSports and competitive gaming. Eastern Asian countries, such as South Korea and China, have become global leaders in eSports, with large-scale tournaments and professional leagues attracting millions of viewers and players. This trend has not only increased the demand for mobile games but has also created opportunities for game developers and publishers to monetize their products through sponsorships and advertising. Another trend in the market is the increasing popularity of in-app purchases and microtransactions. Eastern Asian consumers have shown a willingness to spend money on virtual items, power-ups, and other in-game enhancements. This has led to the adoption of a freemium business model by many mobile game developers, where the game is initially free to download but offers in-app purchases to enhance the gameplay experience. This trend has proven to be highly profitable, as consumers are willing to spend money on virtual goods to enhance their gaming experience. Local special circumstances have also contributed to the growth of the Mobile Games market in Eastern Asia. For example, China has a large population and a rapidly growing middle class, which has resulted in a vast consumer base for mobile games. Additionally, the prevalence of smartphones and affordable mobile data plans in the region has made mobile gaming accessible to a wide range of consumers. Underlying macroeconomic factors have also played a role in the development of the Mobile Games market in Eastern Asia. Economic growth and increasing disposable incomes have allowed consumers to spend more on entertainment and leisure activities, including mobile games. Additionally, advancements in technology and infrastructure have improved internet connectivity and mobile device capabilities, further driving the growth of the market. In conclusion, the Mobile Games market in Eastern Asia has experienced significant growth due to customer preferences, emerging trends, local special circumstances, and underlying macroeconomic factors. The region's tech-savvy consumers, the rise of eSports, the popularity of in-app purchases, and the increasing accessibility of mobile gaming have all contributed to this development. As the market continues to evolve, it presents opportunities for game developers and publishers to capitalize on the growing demand for mobile games 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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