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ASIA-PACIFIC GAMING MARKET FORECAST 2023-2032

SCOPE OF THE REPORT

Asia-Pacific Gaming Market by Type (Online, Offline) Market by Component (Software, Hardware) Market by Device Type (Console Gaming, Mobile Gaming (Android, IOS), PC Gaming, Browser Gaming) Market by Genre (Action/ Adventure Games, Arcade Games, Strategy & Brain Games, Casino Games, Casual Games, Sports Games, Other Genres) by Geography


MARKET OVERVIEW

The Asia-Pacific gaming market is set to be valued at $533.84 billion by 2032, and is anticipated to record an 11.72% CAGR during the forecasted period 2023-2032.

With a population exceeding 4.5 billion, the Asia-Pacific region holds the largest populace worldwide. This expanding population propels the demand for games across multiple platforms, including mobile, PC, and console gaming. Moreover, the region’s rapid economic growth and the rise of a burgeoning middle class with increased disposable income fuel the demand for high-end games and gaming equipment.

The Asia-Pacific gaming market is poised to grow and expand due to technological advancements such as 5G networks, cloud gaming, and VR/AR devices. Notably, the region has emerged as a significant player in the global esports market, with esports gaining considerable prominence. Consequently, the success of esports has led to an increased demand for gaming machinery, accessories, and merchandise.

Asia-Pacific-Gaming-Market

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The Asia-Pacific gaming market growth analysis entails the assessment of South Korea, China, Japan, Taiwan, Australia & New Zealand, India, and Rest of Asia-Pacific. 

Due to the rapid proliferation of Wi-Fi networks in China and the widespread adoption of 4G and 5G services, the country has swiftly ascended to the forefront of global internet access rates. As a result, mobile gaming has emerged as the most lucrative segment in the market. The demographic between 13 and 20, benefiting from reliable internet connectivity, has experienced notably higher growth. This surge can be attributed to the transformation of mobile devices into powerful gaming platforms and is expected to continue expanding with the introduction of new games.

China’s online gaming industry has been primarily driven by the increasing consumer demand for online gaming experiences and the escalating penetration of mobile gaming. Furthermore, the average wealth of Chinese online gamers has risen, and the advent of 5G technologies has propelled the growth of the country’s mobile virtual reality (VR) gaming sector. These factors have significantly bolstered the Chinese online gaming business.

In Japan, console gaming dominates the market, with the PlayStation 5 and Nintendo Switch enjoying substantial popularity. Japanese gaming companies are renowned for producing highly recognizable and beloved titles in the gaming market. The mobile gaming market in Japan also holds a significant share, with titles like Monster Strike and Puzzle & Dragons proving particularly lucrative. Esports is an emerging sector in Japan, attracting large crowds to major competitions like the Street Fighter League Japan and the Japan Esports Grand Prix.

The Asia-Pacific gaming market segmentation includes the assessment by device type, type, genre, and component. The market by genre covers arcade games, casino games, sports games, casual games, strategy and brain games, action/adventure games, and other genres.

Action games are dynamic and fast-paced, demanding exceptional hand-eye coordination from players who actively influence the game’s events. The action genre has two main classifications: fighting games and shooting games. Shooting games are the driving force behind the global growth of action games. These games immerse players in intense combat scenarios where they wield weapons such as guns and bombs to participate in the action. It is important to note that many shooting games feature violent gameplay. Shooting games can be further categorized as either first-person or third-person perspective.

Major players in the Asia-Pacific gaming market include Ubisoft Entertainment SA, Sony, etc.

Sony Group Corp (Sony) is a renowned multinational corporation specializing in manufacturing electronic equipment, semiconductors, medical-related devices, instruments, and other technological products. The company is headquartered in Tokyo, Japan and was established in 1946. Sony offers various products, including televisions, mobile phones, cameras, music systems, game consoles, software, semiconductors, batteries, and various electronic components. These products are sold under well-known brands such as Sony, Exmor, Cyber-Shot, Airpeak, Walkman, Blu-ray, Xperia, Bravia, and PlayStation. The company operates in key regions worldwide, including Europe, the Middle East, Africa, Asia-Pacific, and the Americas.

Sony’s flagship gaming product line is the PlayStation console range, encompassing the latest PlayStation 5, PlayStation 4, and PlayStation VR. These consoles are designed to provide immersive and high-quality gaming experiences, featuring cutting-edge graphics and powerful computing capabilities. Sony continually strives to push the boundaries of gaming technology, delivering innovative and captivating gaming experiences to its global customer base.

REPORT SYNOPSIS

REPORT SCOPEDETAILS
Market Forecast Years2023-2032
Base Year2022
Market Historical Years2018-2022
Forecast UnitsRevenue ($ Billion)
Segments Analyzed
Type, Component, Device Type, and Genre
Countries AnalyzedChina, Japan, India, South Korea, Taiwan, Australia & New Zealand, and Rest of Asia-Pacific
Companies AnalyzedActivision Blizzard, Bethesda Softworks LLC, Electronic Arts Inc, Gameloft (Acquired by Vivendi), Microsoft Corporation, Nexon Co Ltd, Nintendo Co Ltd, Nvidia, Rockstar Games Inc, Sega, Sony Corporation, Square Enix Holdings Co Ltd, Ubisoft Entertainment SA, Zynga

TABLE OF CONTENT

  1. RESEARCH SCOPE & METHODOLOGY
    1. STUDY OBJECTIVES
    2. METHODOLOGY
    3. ASSUMPTIONS & LIMITATIONS
  2. EXECUTIVE SUMMARY
    1. MARKET SIZE & ESTIMATES
    2. MARKET OVERVIEW
    3. SCOPE OF STUDY
    4. CRISIS SCENARIO ANALYSIS
    5. MAJOR MARKET FINDINGS
      1. MOBILE GAMING DELIVERS A HIGH-QUALITY GAMING EXPERIENCE
      2. ESPORTS HAS FACILITATED NEW MARKETING AVENUES
      3. SOCIAL MEDIA HAS ENABLED EASIER CONNECTIONS AMONG GAMERS
  3. MARKET DYNAMICS
    1. KEY DRIVERS
      1. EMERGENCE OF NEXT-GENERATION GAMING CONSOLES
      2. SURGING INTERNET PENETRATION
      3. GROWING NUMBER OF SMARTPHONE USERS
      4. HUGE & LOYAL CONSUMER BASE OF DIGITAL GAMES
      5. EASY AVAILABILITY OF FREE GAMES 
    2. KEY RESTRAINTS
      1. HIGH GAME DEVELOPMENT COSTS
      2. PIRACY ISSUES
      3. INCREASING PREVALENCE OF COUNTERFEIT GAMING PRODUCTS
      4. COMPLEXITY OF LOCALIZING GAMES
      5. HARDWARE COMPATIBILITY DIFFICULTIES
  4. KEY ANALYTICS
    1. TIMELINE OF THE GAMING INDUSTRY
    2. PARENT MARKET ANALYSIS: MEDIA & ENTERTAINMENT
    3. KEY TECHNOLOGY TRENDS
      1. 5G CONNECTIVITY HAS ENABLED INCREASED PROCESSING POWER AND REDUCED LATENCY
      2. VIRTUAL AND AUGMENTED REALITY DELIVER IMMERSIVE EXPERIENCES AT COMPETITIVE PRICES
      3. CLOUD GAMING GIVES ACCESS TO PLAYERS FROM ANY DEVICE, ANYTIME AND ANYWHERE
      4. EDGE COMPUTING MINIMIZES USER LATENCY, GAME LAG, AND PLAYER INPUT DELAY
      5. EMERGENCE OF DIFFERENT GAME TYPES
        1. REAL TIME STRATEGY (RTS)
        2. ROLE-PLAYING (RPG)
        3. MULTIPLAYER ONLINE BATTLE ARENA
        4. SANDBOX
        5. SHOOTER
        6. SIMULATION & SPORTS
    4. IMPACT OF COVID-19 ON GAMING MARKET
    5. PORTER’S FIVE FORCES ANALYSIS
      1. BUYERS POWER
      2. SUPPLIERS POWER
      3. SUBSTITUTION
      4. NEW ENTRANTS
      5. INDUSTRY RIVALRY
    6. GROWTH PROSPECT MAPPING
    7. MARKET MATURITY ANALYSIS
    8. MARKET CONCENTRATION ANALYSIS
    9. VALUE CHAIN ANALYSIS
      1. COMPONENT SUPPLIERS
      2. RESEARCH & DEVELOPMENT
      3. HARDWARE MANUFACTURING DEVELOPMENT & PUBLISHING
      4. DISTRIBUTORS
    10. KEY BUYING CRITERIA
      1. GAME RATINGS
      2. EXCLUSIVITY
      3. ONLINE SERVICE
      4. DEVICE TYPE & COMPATIBILITY
        1. PERFORMANCE
        2. BACKWARD COMPATIBILITY
        3. PERIPHERALS
        4. STORAGE
        5. MEDIA SUPPORT
  5. MARKET BY TYPE
    1. ONLINE
    2. OFFLINE
  6. MARKET BY COMPONENT
    1. SOFTWARE
    2. HARDWARE
  7. MARKET BY DEVICE TYPE
    1. CONSOLE GAMING
    2. MOBILE GAMING
      1. ANDROID
      2. IOS
    3. PC GAMING
    4. BROWSER GAMING
  8. MARKET BY GENRE
    1. ACTION/ ADVENTURE GAMES
    2. ARCADE GAMES
    3. STRATEGY & BRAIN GAMES
    4. CASINO GAMES
    5. CASUAL GAMES
    6. SPORTS GAMES
    7. OTHER GENRES
  9. GEOGRAPHICAL ANALYSIS
    1. ASIA-PACIFIC
      1. MARKET SIZE & ESTIMATES
      2. ASIA-PACIFIC GAMING MARKET DRIVERS
      3. ASIA-PACIFIC GAMING MARKET CHALLENGES
      4. ASIA-PACIFIC GAMING MARKET REGULATORY FRAMEWORK
      5. KEY PLAYERS IN ASIA-PACIFIC GAMING MARKET
      6. COUNTRY ANALYSIS
        1. CHINA
          1. CHINA GAMING MARKET SIZE & OPPORTUNITIES
        2. JAPAN
          1. JAPAN GAMING MARKET SIZE & OPPORTUNITIES
        3. INDIA
          1. INDIA GAMING MARKET SIZE & OPPORTUNITIES
        4. SOUTH KOREA
          1. SOUTH KOREA GAMING MARKET SIZE & OPPORTUNITIES
        5. TAIWAN
          1. TAIWAN GAMING MARKET SIZE & OPPORTUNITIES
        6. AUSTRALIA & NEW ZEALAND
          1. AUSTRALIA & NEW ZEALAND GAMING MARKET SIZE & OPPORTUNITIES
        7. REST OF ASIA-PACIFIC
          1. REST OF ASIA-PACIFIC GAMING MARKET SIZE & OPPORTUNITIES
  10. COMPETITIVE LANDSCAPE
    1. KEY STRATEGIC DEVELOPMENTS
      1. MERGERS & ACQUISITIONS
      2. PRODUCT LAUNCHES & DEVELOPMENTS
      3. PARTNERSHIPS & AGREEMENTS
      4. BUSINESS EXPANSIONS & DIVESTITURES
    2. COMPANY PROFILES
      1. ACTIVISION BLIZZARD
        1. COMPANY OVERVIEW
        2. PRODUCTS OVERVIEW
        3. STRENGTHS & CHALLENGES
      2. BETHESDA SOFTWORKS LLC
        1. COMPANY OVERVIEW
        2. PRODUCTS OVERVIEW
        3. STRENGTHS & CHALLENGES
      3. ELECTRONIC ARTS INC
        1. COMPANY OVERVIEW
        2. PRODUCTS OVERVIEW
        3. STRENGTHS & CHALLENGES
      4. GAMELOFT (ACQUIRED BY VIVENDI)
        1. COMPANY OVERVIEW
        2. PRODUCTS OVERVIEW
        3. STRENGTHS & CHALLENGES
      5. MICROSOFT CORPORATION
        1. COMPANY OVERVIEW
        2. PRODUCTS OVERVIEW
        3. STRENGTHS & CHALLENGES
      6. NEXON CO LTD
        1. COMPANY OVERVIEW
        2. PRODUCTS OVERVIEW
        3. STRENGTHS & CHALLENGES
      7. NINTENDO CO LTD
        1. COMPANY OVERVIEW
        2. PRODUCTS OVERVIEW
        3. STRENGTHS & CHALLENGES
      8. NVIDIA
        1. COMPANY OVERVIEW
        2. PRODUCTS OVERVIEW
        3. STRENGTHS & CHALLENGES
      9. ROCKSTAR GAMES INC
        1. COMPANY OVERVIEW
        2. PRODUCTS OVERVIEW
        3. STRENGTHS & CHALLENGES
      10. SEGA
        1. COMPANY OVERVIEW
        2. PRODUCTS OVERVIEW
        3. STRENGTHS & CHALLENGES
      11. SONY CORPORATION
        1. COMPANY OVERVIEW
        2. PRODUCTS OVERVIEW
        3. STRENGTHS & CHALLENGES
      12. SQUARE ENIX HOLDINGS CO LTD
        1. COMPANY OVERVIEW
        2. PRODUCTS OVERVIEW
        3. STRENGTHS & CHALLENGES
      13. UBISOFT ENTERTAINMENT SA
        1. COMPANY OVERVIEW
        2. PRODUCTS OVERVIEW
        3. STRENGTHS & CHALLENGES
      14. ZYNGA
        1. COMPANY OVERVIEW
        2. PRODUCTS OVERVIEW
        3. STRENGTHS & CHALLENGES

LIST OF TABLES

TABLE 1: MARKET SNAPSHOT – GAMING MARKET

TABLE 2: NINTH-GENERATION GAMING CONSOLES

TABLE 3: TIMELINE OF THE GAMING INDUSTRY

TABLE 4: LEADING DISTRIBUTORS OF DIGITAL GAMES WORLDWIDE

TABLE 5: ASIA-PACIFIC GAMING MARKET, BY TYPE, HISTORICAL YEARS, 2018-2022 (IN $ BILLION)

TABLE 6: ASIA-PACIFIC GAMING MARKET, BY TYPE, FORECAST YEARS, 2023-2032 (IN $ BILLION)

TABLE 7: ASIA-PACIFIC GAMING MARKET, BY COMPONENT, HISTORICAL YEARS, 2018-2022 (IN $ BILLION)

TABLE 8: ASIA-PACIFIC GAMING MARKET, BY COMPONENT, FORECAST YEARS, 2023-2032 (IN $ BILLION)

TABLE 9: ASIA-PACIFIC GAMING MARKET, BY DEVICE TYPE, HISTORICAL YEARS, 2018-2022 (IN $ BILLION)

TABLE 10: ASIA-PACIFIC GAMING MARKET, BY DEVICE TYPE, FORECAST YEARS, 2023-2032 (IN $ BILLION)

TABLE 11: ASIA-PACIFIC GAMING MARKET, BY MOBILE GAMING, HISTORICAL YEARS, 2018-2022 (IN $ BILLION)

TABLE 12: ASIA-PACIFIC GAMING MARKET, BY MOBILE GAMING, FORECAST YEARS, 2023-2032 (IN $ BILLION)

TABLE 13: ASIA-PACIFIC GAMING MARKET, BY GENRE, HISTORICAL YEARS, 2018-2022 (IN $ BILLION)

TABLE 14: ASIA-PACIFIC GAMING MARKET, BY GENRE, FORECAST YEARS, 2023-2032 (IN $ BILLION)

TABLE 15: ASIA-PACIFIC GAMING MARKET, BY COUNTRY, HISTORICAL YEARS, 2018-2022 (IN $ BILLION)

TABLE 16: ASIA-PACIFIC GAMING MARKET, BY COUNTRY, FORECAST YEARS, 2023-2032 (IN $ BILLION)

TABLE 17: ASIA- PACIFIC GAMING MARKET REGULATORY FRAMEWORK

TABLE 18: KEY PLAYERS OPERATING IN ASIA-PACIFIC GAMING MARKET

TABLE 19: LIST OF MERGERS & ACQUISITIONS

TABLE 20: LIST OF PRODUCT LAUNCHES & DEVELOPMENTS

TABLE 21: LIST OF PARTNERSHIPS & AGREEMENTS

TABLE 22: LIST OF BUSINESS EXPANSIONS & DIVESTITURES

LIST OF FIGURES 

FIGURE 1: KEY TECHNOLOGY TRENDS

FIGURE 2: PORTER’S FIVE FORCES ANALYSIS

FIGURE 3: GROWTH PROSPECT MAPPING 

FIGURE 4: MARKET MATURITY ANALYSIS

FIGURE 5: MARKET CONCENTRATION ANALYSIS

FIGURE 6: VALUE CHAIN ANALYSIS

FIGURE 7: KEY BUYING CRITERIA

FIGURE 8: ASIA-PACIFIC GAMING MARKET, GROWTH POTENTIAL, BY TYPE, IN 2022

FIGURE 9: ASIA-PACIFIC GAMING MARKET, BY ONLINE, 2023-2032 (IN $ BILLION)

FIGURE 10: ASIA-PACIFIC GAMING MARKET, BY OFFLINE, 2023-2032 (IN $ BILLION)

FIGURE 11: ASIA-PACIFIC GAMING MARKET, GROWTH POTENTIAL, BY COMPONENT, IN 2022

FIGURE 12: ASIA-PACIFIC GAMING MARKET, BY SOFTWARE, 2023-2032 (IN $ BILLION)

FIGURE 13: ASIA-PACIFIC GAMING MARKET, BY HARDWARE, 2023-2032 (IN $ BILLION)

FIGURE 14: ASIA-PACIFIC GAMING MARKET, GROWTH POTENTIAL, BY DEVICE TYPE, IN 2022

FIGURE 15: ASIA-PACIFIC GAMING MARKET, BY CONSOLE GAMING, 2023-2032 (IN $ BILLION)

FIGURE 16: ASIA-PACIFIC GAMING MARKET, BY MOBILE GAMING, 2023-2032 (IN $ BILLION)

FIGURE 17: ASIA-PACIFIC GAMING MARKET, GROWTH POTENTIAL, BY MOBILE GAMING, IN 2022

FIGURE 18: ASIA-PACIFIC GAMING MARKET, BY ANDROID, 2023-2032 (IN $ BILLION)

FIGURE 19: ASIA-PACIFIC GAMING MARKET, BY IOS, 2023-2032 (IN $ BILLION)

FIGURE 20: ASIA-PACIFIC GAMING MARKET, BY PC GAMING, 2023-2032 (IN $ BILLION)

FIGURE 21: ASIA-PACIFIC GAMING MARKET, BY BROWSER GAMING, 2023-2032 (IN $ BILLION)

FIGURE 22: ASIA-PACIFIC GAMING MARKET, GROWTH POTENTIAL, BY GENRE, IN 2022

FIGURE 23: ASIA-PACIFIC GAMING MARKET, BY ACTION/ADVENTURE GAMES, 2023-2032 (IN $ BILLION)

FIGURE 24: ASIA-PACIFIC GAMING MARKET, BY ARCADE GAMES, 2023-2032 (IN $ BILLION)

FIGURE 25: ASIA-PACIFIC GAMING MARKET, BY STRATEGY & BRAIN GAMES, 2023-2032 (IN $ BILLION)

FIGURE 26: ASIA-PACIFIC GAMING MARKET, BY CASINO GAMES, 2023-2032 (IN $ BILLION)

FIGURE 27: ASIA-PACIFIC GAMING MARKET, BY CASUAL GAMES, 2023-2032 (IN $ BILLION)

FIGURE 28: ASIA-PACIFIC GAMING MARKET, BY SPORTS GAMES, 2023-2032 (IN $ BILLION)

FIGURE 29: ASIA-PACIFIC GAMING MARKET, BY OTHER GENRES, 2023-2032 (IN $ BILLION)

FIGURE 30: ASIA-PACIFIC GAMING MARKET, COUNTRY OUTLOOK, 2022 & 2032 (IN %)

FIGURE 31: CHINA GAMING MARKET, 2023-2032 (IN $ BILLION)

FIGURE 32: JAPAN GAMING MARKET, 2023-2032 (IN $ BILLION)

FIGURE 33: INDIA GAMING MARKET, 2023-2032 (IN $ BILLION)

FIGURE 34: SOUTH KOREA GAMING MARKET, 2023-2032 (IN $ BILLION)

FIGURE 35: TAIWAN GAMING MARKET, 2023-2032 (IN $ BILLION)

FIGURE 36: AUSTRALIA & NEW ZEALAND GAMING MARKET, 2023-2032 (IN $ BILLION)

FIGURE 37: REST OF ASIA-PACIFIC GAMING MARKET, 2023-2032 (IN $ BILLION)

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