Online Games - Hong Kong

  • Hong Kong
  • Revenue in Hong Kong's Online Games market market is forecasted to reach US$4.67m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 3.51%, leading to an estimated market volume of US$5.55m by 2029.
  • By 2029, the number of users in the Online Games market market in Hong Kong is expected to reach 1.0m users.
  • User penetration is projected to be 12.8% in 2024 and is likely to reach 13.7% by 2029.
  • When compared globally, in China is expected to generate the most revenue (US$6,532.00m in 2024) in the Online Games market market.
  • The average revenue per user (ARPU) in Hong Kong's Online Games market market is forecasted to be US$4.85 in 2024.
  • Hong Kong's media market sees a surge in demand for online games, driving innovative collaborations between local developers and international gaming companies.

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

 
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Analyst Opinion

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

Customer preferences:
Hong Kong has a tech-savvy population that is highly connected to the internet and mobile devices. The convenience and accessibility of online games have made them increasingly popular among consumers. Additionally, the younger generation in Hong Kong has shown a strong interest in gaming, with many spending a significant amount of time playing online games.

Trends in the market:
One of the key trends in the Online Games market in Hong Kong is the rise of mobile gaming. With the widespread adoption of smartphones and the availability of high-speed internet, more and more people are turning to mobile devices for gaming. This trend has been fueled by the development of mobile gaming apps and the increasing number of online games that are optimized for mobile platforms. Another trend in the market is the growing popularity of multiplayer online games. Hong Kong gamers are increasingly seeking social experiences in their gaming activities, and multiplayer online games provide an opportunity for them to interact and compete with other players. This trend has led to the rise of eSports in Hong Kong, with competitive gaming events and tournaments attracting a large number of participants and spectators.

Local special circumstances:
Hong Kong's proximity to mainland China has also had an impact on the Online Games market. Many Chinese gamers travel to Hong Kong to participate in gaming events and purchase gaming-related products. This has created a unique market dynamic and has contributed to the growth of the Online Games market in Hong Kong.

Underlying macroeconomic factors:
The strong economy of Hong Kong has also played a role in the development of the Online Games market. With a high GDP per capita and a large middle class, consumers in Hong Kong have the disposable income to spend on online games. Additionally, the government has been supportive of the gaming industry, providing incentives and support for local game developers and hosting gaming events. These factors have created a favorable environment for the growth of the Online Games market in Hong Kong.

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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