Online Games - ASEAN

  • ASEAN
  • In ASEAN, revenue in the Online Games market market is projected to reach US$0.55bn in 2024.
  • Revenue in this market is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.11%, leading to a projected market volume of US$0.74bn by 2029.
  • By 2029, the number of users in the Online Games market market within ASEAN is anticipated to amount to 92.1m users.
  • User penetration is forecasted to be 11.8% in 2024 and is expected to increase to 12.8% by 2029.
  • In a global context, the highest revenue will be generated China, with an expected US$6,532.00m in 2024.
  • The average revenue per user (ARPU) in the Online Games market market in ASEAN is projected to reach US$6.74 in 2024.
  • In ASEAN, the online gaming market is increasingly dominated by mobile platforms, reflecting demographic shifts and rising internet accessibility among younger populations.

Key regions: France, South Korea, Europe, India, Asia

 
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Analyst Opinion

The Online Games market in ASEAN has been experiencing significant growth in recent years.

Customer preferences:
Customers in ASEAN countries have shown a strong preference for online games, with a growing number of people spending their leisure time playing games on their smartphones, tablets, and computers. This preference for online gaming can be attributed to several factors, including the convenience and accessibility of playing games from anywhere at any time. Additionally, the social aspect of online gaming, such as multiplayer options and the ability to connect with friends and other players, has also contributed to its popularity.

Trends in the market:
One of the key trends in the Online Games market in ASEAN is the rise of mobile gaming. With the increasing penetration of smartphones in the region, more and more people are using their mobile devices to play games. This trend is driven by the availability of a wide range of mobile games, including casual games, role-playing games, and strategy games. Mobile gaming has become a popular form of entertainment, particularly among younger consumers who are always on the go. Another trend in the market is the growing popularity of esports. Esports refers to competitive video gaming, where professional gamers compete against each other in organized tournaments. In ASEAN, esports has gained a significant following, with a growing number of fans attending live events and watching online streams. This trend has led to the emergence of professional esports teams and the establishment of esports leagues and tournaments in the region.

Local special circumstances:
One of the factors contributing to the growth of the Online Games market in ASEAN is the relatively young population in the region. ASEAN countries have a large youth population, and these young consumers are more likely to be tech-savvy and interested in online gaming. Additionally, the increasing internet penetration and the availability of affordable smartphones have made it easier for people in ASEAN countries to access online games.

Underlying macroeconomic factors:
The strong economic growth in ASEAN countries has also played a role in the development of the Online Games market. As disposable incomes rise, consumers have more money to spend on entertainment, including online gaming. Additionally, the increasing urbanization and the growing middle class in ASEAN countries have created a larger consumer base for the Online Games market. In conclusion, the Online Games market in ASEAN is experiencing significant growth due to customer preferences for online gaming, the rise of mobile gaming, the popularity of esports, the young population in the region, and the strong macroeconomic factors. As technology continues to advance and the internet becomes more accessible, the Online Games market in ASEAN is expected to continue its growth trajectory 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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