Racing Games - Eastern Asia

  • Eastern Asia
  • The Racing Games market in Eastern Asia is forecasted to generate a total revenue of US$1.01bn in 2022.
  • It is expected to experience a steady annual growth rate (CAGR 2022-2027) of 9.60%, resulting in a projected market volume of US$1.83bn by 2027.
  • Within the Racing Games market, in-app purchase (IAP) revenue is projected to reach US$554.60m in 2022, indicating a strong consumer engagement with in-game purchases.
  • Additionally, paid app revenue is projected to reach US$3.60m in 2022, showcasing a willingness among consumers to invest in premium gaming experiences.
  • Advertising revenue in the Racing Games market is also expected to contribute significantly, with a projected revenue of US$456.80m in 2022.
  • This highlights the importance of advertisements as a revenue stream within the gaming industry.
  • Furthermore, the number of downloads in the Racing Games market is projected to reach a substantial figure of 4.79bn downloads in 2022, indicating a high level of interest and engagement with racing games among consumers.
  • Currently, the average revenue per download is expected to be US$0.21, showcasing the potential profitability of the market segment.
  • In terms of global comparison, it is noteworthy that in China generates the highest revenue within the Racing Games market, with a projected revenue of US$726.10m in 2022.
  • This highlights in China's significant presence and influence within the gaming industry.

Key regions: Asia, Europe, United States, South Korea, 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
  • Users
  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
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