Games - Southern Asia

  • Southern Asia
  • Revenue in the Games market of Southern Asia is forecasted to reach US$11.72bn in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 10.21%, leading to a projected market volume of US$19.06bn by 2029.
  • When compared globally, the majority of revenue is predicted to be generated in China (US$128.90bn in 2024).
  • Within the Games market, the number of users is expected to reach 444.7m users by 2029.
  • User penetration is projected to be 18.8% in 2024 and is forecasted to reach 22.1% by 2029.
  • The average revenue per user (ARPU) is expected to amount to [arpu_firstmarket_yeartoday].
  • In Southern Asia, the gaming market in India is experiencing rapid growth fueled by a surge in mobile gaming and e-sports participation.

Key regions: United Kingdom, Germany, India, United States, South Korea

 
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Analyst Opinion

The Games market in Southern Asia is experiencing significant growth and development due to several key factors. Customer preferences in the region are shifting towards digital gaming platforms and mobile gaming.

With the increasing availability of smartphones and affordable internet access, more people are turning to mobile gaming as a form of entertainment. This shift in customer preferences has led to a surge in the demand for mobile games, resulting in a booming market for game developers and publishers. Trends in the market show that multiplayer online battle arena (MOBA) games and role-playing games (RPGs) are particularly popular in Southern Asia.

These types of games allow players to interact with each other in a virtual world, offering a social and competitive gaming experience. The rise of esports has also contributed to the popularity of MOBA games, as competitive gaming tournaments attract a large audience and generate significant revenue. Local special circumstances in Southern Asia, such as a large youth population and a growing middle class, have also contributed to the growth of the Games market.

The region has a high percentage of young people who are tech-savvy and enthusiastic about gaming. Additionally, the increasing disposable income of the middle class has allowed more people to afford gaming devices and spend money on in-game purchases. Underlying macroeconomic factors, such as economic growth and technological advancements, have created a favorable environment for the Games market in Southern Asia.

The region has experienced rapid economic growth in recent years, leading to higher purchasing power and increased consumer spending on entertainment. Technological advancements, such as the expansion of internet infrastructure and the availability of affordable smartphones, have also played a crucial role in driving the growth of the Games market. In conclusion, the Games market in Southern Asia is thriving due to customer preferences shifting towards mobile gaming, the popularity of MOBA games and RPGs, local special circumstances like a large youth population and growing middle class, and underlying macroeconomic factors such as economic growth and technological advancements.

This market is expected to continue growing as more people in the region embrace gaming as a form of entertainment and the industry continues to innovate and evolve.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. 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
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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