Casual Games - ASEAN

  • ASEAN
  • The Casual Games market in ASEAN is expected to witness significant growth in the coming years.
  • According to projections, the total revenue in this market is estimated to reach US$109.70m by 2022.
  • This anticipated growth is attributed to various factors, including the increasing popularity of casual gaming among consumers in ASEAN.
  • Furthermore, it is projected that the Casual Games market will experience a Compound Annual Growth Rate (CAGR) of 9.35% between 2022 and 2027.
  • This growth rate indicates a positive trajectory for the market, with a projected market volume of US$174.70m by 2027.
  • This growth is driven by the continuous demand for casual games and the increasing penetration of smartphones and internet connectivity in ASEAN.
  • When it comes to revenue streams within the Casual Games market, in-app purchases (IAP) are expected to contribute significantly.
  • It is projected that in-app purchase revenue will reach US$73.72m in 2022.
  • This revenue stream is driven by consumer spending on virtual goods and additional features within casual games.
  • Paid app revenue is also expected to make a substantial contribution to the Casual Games market, with a projected revenue of US$4.87m in 2022.
  • This revenue stream encompasses revenue generated from the purchase of paid games within the casual gaming segment.
  • Additionally, advertising revenue is projected to play a significant role in the Casual Games market, with an estimated revenue of US$31.12m in 2022.
  • This revenue stream is driven by the increasing presence of advertisements within casual games, which provide an avenue for developers and publishers to monetize their products.
  • Moreover, the number of downloads in the Casual Games market is projected to reach 1.31bn downloads in 2022.
  • This indicates the strong demand for casual games among consumers in ASEAN.
  • Furthermore, the average revenue per download is expected to amount to US$0.08, highlighting the potential revenue generation for developers and publishers in the industry.
  • In a global comparison, in the United States leads the market in terms of revenue generation, with an estimated revenue of US$5,463.00m in 2022.
  • This showcases the dominant position of the United States in the global Casual Games market.
  • Overall, the Casual Games market in ASEAN is poised for substantial growth, driven by factors such as increasing consumer demand, advancements in technology, and the availability of diverse revenue streams.

Key regions: India, United States, Europe, Japan, Asia

 
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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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