Online Games - Southern Asia

  • Southern Asia
  • In Southern Asia, the revenue in the Online Games market market is forecasted to reach US$1.61bn in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 10.48%, leading to a projected market volume of US$2.65bn by 2029.
  • By 2029, the number of users in the Online Games market market is expected to reach 248.7m users.
  • The user penetration is set to be 10.7% in 2024 and is projected to increase to 12.4% 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$7.87 in 2024.
  • In Southern Asia, the Online Games market in India is experiencing a surge in mobile gaming, driven by affordable smartphones and widespread internet access.

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

 
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Analyst Opinion

The Online Games market in Southern Asia is experiencing significant growth and development.

Customer preferences:
Customers in Southern Asia have shown a strong preference for online games due to their accessibility and convenience. Online games offer a wide variety of genres and gameplay options, allowing players to engage in immersive experiences from the comfort of their own homes. Additionally, the rise of mobile gaming has made online games even more popular, as they can be played on smartphones and tablets, providing entertainment on the go.

Trends in the market:
One major trend in the Online Games market in Southern Asia is the increasing popularity of multiplayer online games. These games allow players to connect and interact with others from around the world, fostering a sense of community and competition. This trend is driven by the region's strong internet connectivity and the desire for social interaction in gaming. Another trend is the rise of esports in Southern Asia. Esports refers to competitive video gaming, where professional players compete against each other in organized tournaments. Southern Asia has seen a surge in esports events, with large prize pools and a growing fanbase. This trend is fueled by the region's passion for gaming and the increasing recognition of esports as a legitimate form of entertainment.

Local special circumstances:
One of the unique aspects of the Online Games market in Southern Asia is the strong influence of local culture and preferences. Game developers are increasingly creating content that is tailored to the tastes and interests of the local population. This includes incorporating elements of traditional folklore, mythology, and local celebrities into online games. By catering to the specific preferences of the Southern Asian market, developers are able to attract a larger player base and drive engagement.

Underlying macroeconomic factors:
The growth of the Online Games market in Southern Asia can be attributed to several macroeconomic factors. Firstly, the region has experienced rapid economic growth in recent years, leading to an increase in disposable income. This has allowed more individuals to afford gaming devices and invest in online games. Secondly, advancements in technology and infrastructure have played a crucial role in the development of the Online Games market. Southern Asia has witnessed a significant improvement in internet connectivity, making it easier for individuals to access online games. The widespread availability of smartphones has also contributed to the growth of the market, as it allows for gaming on the go. Lastly, the young and tech-savvy population in Southern Asia has been a driving force behind the growth of the Online Games market. The region has a large youth population who are enthusiastic about gaming and are willing to spend on in-game purchases. This demographic trend has created a lucrative market for online game developers and publishers. In conclusion, the Online Games market in Southern Asia is experiencing robust growth due to customer preferences for accessible and convenient gaming options, such as multiplayer online games and mobile gaming. The market is also influenced by local special circumstances, with game developers tailoring content to the tastes and interests of the Southern Asian population. The growth of the market is supported by underlying macroeconomic factors, including rapid economic growth, advancements in technology and infrastructure, and a young and tech-savvy population.

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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