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Online Games - Eastern Asia

Eastern Asia
  • In Eastern Asia, the revenue in the Online Games market market is projected to reach US$12.28bn in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 4.23%, leading to a projected market volume of US$15.11bn by 2029.
  • Within the Online Games market market in Eastern Asia, the number of users is anticipated to reach 436.8m users by 2029.
  • User penetration in Eastern Asia will be 25.9% in 2024 and is expected to increase to 26.9% by 2029.
  • In a global context, the majority of revenue will be generated China, with an expected figure of US$6.53bn in 2024.
  • Furthermore, the average revenue per user (ARPU) in the Online Games market market in Eastern Asia is projected to amount to US$29.04 in 2024.
  • In South Korea, the online gaming market continues to thrive, driven by an increasing demand for immersive experiences and competitive esports.

Definition:

Online games such as Fortnite and World of Warcraft are video games that can be played over the internet with other players from around the world. These games are designed to be immersive and engaging, allowing players to interact with each other in a virtual world. Players can create their own avatars, complete quests, battle enemies, and participate in various activities. The games are often structured as ongoing narratives, with new content regularly added to keep the experience fresh and exciting. Online games like these have become increasingly popular in recent years, creating new communities and social experiences for players. Online games can be divided into subscription-based games, such as World of Warcraft, or games that are for free, which allow in game purchases, such as Fortnite.

Additional information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through in-game purchases, consumer spending on games, and subscription fees. Additional definitions for each market can be found within the respective market pages. Market numbers for online games can also be found in the Advertising & Media Insights in the digital video games market. Key players in the market are companies like Activision (Call of Duty), Blizzard (World of Warcraft) or Epic Games (Fortnite) For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Free-to-play games with in-game purchases for additional premium contents or functionalities
  • Massive multiplayer online games (MMOGs)

Out-Of-Scope

  • Sale of physical video games
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Games: market data & analysis

Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Analyst Opinion

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

    Customer preferences:
    The popularity of online games in Eastern Asia can be attributed to several customer preferences. One of the key factors driving the growth of the market is the increasing adoption of smartphones and other mobile devices in the region. With the convenience of playing games on the go, more and more consumers are turning to online games as a form of entertainment. Additionally, the younger generation in Eastern Asia has shown a strong interest in online gaming, with many considering it a social activity that allows them to connect with friends and meet new people.

    Trends in the market:
    One of the notable trends in the online games market in Eastern Asia is the rise of mobile gaming. Mobile games have gained immense popularity due to their accessibility and ease of use. This trend is further fueled by the availability of high-speed internet connections and affordable mobile data plans in the region. As a result, many game developers are focusing on creating mobile-friendly games to cater to the growing demand. Another trend in the market is the increasing popularity of eSports. Eastern Asia has emerged as a major hub for eSports, with a large number of professional gamers and competitive gaming events taking place in the region. This has led to the development of a thriving eSports ecosystem, with dedicated gaming arenas, sponsorships, and a growing fan base. The rise of eSports has not only boosted the online games market but also created new opportunities for players, coaches, and content creators.

    Local special circumstances:
    Eastern Asia has a unique gaming culture that has contributed to the growth of the online games market. Gaming is deeply ingrained in the society, with many people considering it a form of entertainment and a way to relieve stress. In countries like South Korea and China, professional gaming is highly regarded, and gamers are often idolized by fans. This cultural acceptance and support have created a conducive environment for the online games market to thrive.

    Underlying macroeconomic factors:
    The strong economic growth in Eastern Asia has played a significant role in the development of the online games market. As countries in the region continue to experience rapid urbanization and rising disposable incomes, more people have the means to invest in gaming devices and subscriptions. Additionally, the region's large population provides a substantial customer base for online game developers, making it an attractive market for both local and international players. In conclusion, the Online Games market in Eastern Asia is witnessing remarkable growth due to customer preferences such as the increasing adoption of mobile devices and the popularity of eSports. The unique gaming culture and strong macroeconomic factors in the region further contribute to the market's development. As technology continues to advance and consumer demand for online gaming grows, the market in Eastern Asia is expected to continue its upward trajectory.

    Users

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Nov 2024

    Source: Statista Market Insights

    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.

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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