Online Games - Eastern Asia

  • Eastern Asia
  • In Eastern Asia, the revenue in the Online Games market market is forecasted to reach US$12.28bn in 2024.
  • Revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 4.23%, leading to a projected market volume of US$15.11bn by 2029.
  • The number of users in the Online Games market market is expected to reach 0.4bn users by 2029.
  • User penetration is set to be 25.9% in 2024 and is projected to increase to 26.9% by 2029.
  • When compared globally, the majority of revenue will be generated in China (US$6,532.00m in 2024).
  • The average revenue per user (ARPU) in the Online Games market market is estimated to be US$29.04 in 2024.
  • In South Korea, the rise of esports and live streaming platforms is driving significant growth in the online games segment of the media market.

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

 
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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.

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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