Mobile Games - Southern Asia

  • Southern Asia
  • Revenue in the Mobile Games market market in Southern Asia is forecasted to achieve US$0.84bn in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 9.13%, leading to a projected market volume of US$1.30bn by 2029.
  • By 2029, the number of users in the Mobile Games market market in Southern Asia is expected to reach 366.8m users.
  • User penetration is projected to be 15.0% in 2024 and is forecasted to reach 18.2% by 2029.
  • When compared globally, the highest revenue is predicted to be generated in China (US$34,660.00m in 2024).
  • The average revenue per user (ARPU) in the Mobile Games market market in Southern Asia is estimated to be US$2.92 in 2024.
  • In Southern Asia, the mobile games market in India is experiencing exponential growth, driven by a surge in smartphone usage and digital entertainment demand.

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

 
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Analyst Opinion

The Mobile Games 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 this expansion.

Customer preferences in Southern Asia play a crucial role in the growth of the Mobile Games market. The region has a large population of tech-savvy individuals who are increasingly adopting smartphones and tablets. With the increasing availability of affordable mobile devices and improved internet connectivity, more people are accessing mobile games.

Additionally, the younger demographic in Southern Asia has shown a strong interest in mobile gaming, driving the demand for innovative and engaging games. Trends in the market further contribute to the growth of the Mobile Games industry in Southern Asia. Game developers are focusing on creating localized content to cater to the specific preferences and cultural nuances of the region.

This includes incorporating local languages, themes, and characters into mobile games. Furthermore, multiplayer and social gaming features are gaining popularity, allowing users to connect and compete with friends and other players in the region. The rise of esports and competitive gaming events also contributes to the increasing demand for mobile games in Southern Asia.

Local special circumstances in Southern Asia also play a role in the development of the Mobile Games market. The region has a diverse cultural landscape, with each country having its own unique gaming preferences. For example, in India, casual and hyper-casual games are popular, while in Indonesia, strategy and role-playing games are favored.

Game developers need to understand these preferences and adapt their offerings accordingly to succeed in the market. Additionally, the availability of localized payment methods and affordable pricing models are important factors that contribute to the growth of the Mobile Games market in Southern Asia. Underlying macroeconomic factors also contribute to the growth of the Mobile Games market in Southern Asia.

The region has been experiencing rapid economic growth, leading to an increase in disposable income and purchasing power. As a result, more people are able to afford smartphones and spend money on mobile games. Furthermore, the increasing smartphone penetration and internet connectivity in the region create a favorable environment for the Mobile Games industry to thrive.

In conclusion, the Mobile Games market in Southern Asia is growing rapidly due to customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. Understanding and catering to the specific preferences of the region, adapting to local cultural nuances, and taking advantage of the favorable macroeconomic conditions are key to success in this market.

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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