Board Games - ASEAN

  • ASEAN
  • The Board Games market in ASEAN is expected to experience significant growth in the coming years.
  • According to projections, the total revenue in this market is estimated to reach US$8.10m by 2022.
  • Furthermore, it is anticipated that the market will continue to expand at an annual growth rate of 8.97% (CAGR 2022-2027), resulting in a projected market volume of US$12.63m by 2027.
  • When looking at the various revenue streams within the Board Games market, it is projected that in-app purchases (IAP) will contribute significantly, reaching US$5.16m in 2022.
  • Paid app revenue is also expected to make a notable contribution, with projections indicating it will reach US$0.60m in the same year.
  • Advertising revenue, on the other hand, is projected to reach US$2.34m in 2022.
  • In terms of market reach, the number of downloads in the Board Games market is estimated to reach 165.20m downloads in 2022.
  • Currently, the average revenue per download is expected to amount to US$0.05.
  • These figures demonstrate the widespread popularity and engagement with Board Games market within the ASEAN region.
  • When comparing the global market, it is worth noting that in the United States generates the highest revenue in the Board Games market, with projections indicating it will reach US$1,149.00m in 2022.
  • This highlights the dominance of the US market in this segment.
  • Overall, the projections for the Board Games market in ASEAN indicate a promising future, with substantial revenue growth and a strong presence in the global market.

Key regions: Europe, South Korea, United States, Germany, Japan

 
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Analyst Opinion

Since the start of Apple, Inc.'s App Store in 2008 with around 500 apps, mobile apps have come to dominate the digital economy and have quickly outpaced the demand for desktop applications. As of 2021, the Apple App Store and Google Play Store had more than 5 million apps combined. Because many apps from the West are not available in China, many new app stores have emerged there. Digital lifestyles around the world now depend on adopting mobile apps, especially when it comes to social networking. The games industry has also been thoroughly transformed by the app revolution and is demonstrated by the fact that the games category is the largest and highest-grossing app category.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on revenue from in-app purchases, revenue from the purchase of apps, and revenue from advertising, as well as the number of downloads for each app category.

Modeling approach:

Market sizes are determined through a bottom-up approach, building on a specific rationale for each market segment. As a basis for evaluating markets, we use market data from independent databases and third-party sources, current trends, and reported performance indicators of top market players. In addition, we use relevant key market indicators and data from country-specific associations, such as smartphone users and mobile broadband connections. This data helps us estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, 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/capita, level of digitization, and consumer attitudes toward apps.

Additional notes:

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 case market dynamics change.

Overview

  • Revenue
  • Market Shares
  • Downloads
  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
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