Strategy Games - Southeast Asia

  • Southeast Asia
  • The Strategy Games market in Southeast Asia is expected to witness significant growth in the coming years.
  • According to projections, the total revenue in this market is estimated to reach US$199.30m in 2022.
  • Furthermore, it is anticipated that the market will experience a compound annual growth rate (CAGR 2022-2027) of 7.94%, leading to a projected market volume of US$287.10m by 2027.
  • When analyzing the revenue breakdown, it is noteworthy to mention that in-app purchases (IAP) are expected to contribute a significant portion to the overall revenue.
  • It is projected that in-app purchase revenue in the Strategy Games market will amount to US$164.20m in 2022.
  • Additionally, paid app revenue is estimated to reach US$0.96m, while advertising revenue is projected to be US$34.12m in the same year.
  • In terms of market popularity, the number of downloads in the Strategy Games market is expected to surge to 304.20m downloads in 2022.
  • This indicates a strong demand for such games in Southeast Asia.
  • Furthermore, the average revenue per download is anticipated to be US$0.66, reflecting the potential profitability of this market segment.
  • When considering a global perspective, it is worth noting that in China generates the highest revenue in the Strategy Games market.
  • In 2022, it is projected that in China will generate a staggering US$6,299.00m in revenue, solidifying its position as a key player in the industry.

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

 
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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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