ASIA PACIFIC GAMING MARKET FORECAST 2019-2027

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ASIA PACIFIC GAMING MARKET FORECAST 2019-2027

Asia-Pacific is the fastest growing market for mobile games and is already leading the way in mobile gaming revenue, topping all the other regions. The APAC is ranking highest in terms of revenue in the global gaming market and is also anticipated to evolve with the highest growth rate of 6.59% throughout the forecasting years. This rapid development is attributed to the presence of prime players that are offering top-notch services in the region.

ASIA PACIFIC GAMING MARKET FORECAST 2019-2027

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Asia-Pacific is the fastest growing market for mobile games and is already leading the way in mobile gaming revenue, topping all the other regions. The APAC is ranking highest in terms of revenue in the global gaming market and is also anticipated to evolve with the highest growth rate of 6.59% throughout the forecasting years. This rapid development is attributed to the presence of prime players that are offering top-notch services in the region.

The region is already home to over a billion internet and smartphone users and is the fastest growing market for smartphones, which is one of the popular gaming devices. Moreover, the risen funding by gaming companies, growing smartphone adoption and rise in the disposable income are also some key factors driving the Asia Pacific gaming market.

The top economies studied in the Asia-Pacific gaming market report mainly includes China, India, Japan, Australia and Rest of Asia-Pacific. Among all, China dominated the Asia-Pacific gaming market by contributing the largest revenue share in 2017. The rising internet penetration is expected to be the prime driving factor for the tremendous growth in the country.

The key companies boosting the market in the APAC region include Nvidia Computer Game Company, Bethesda Softworks LLC, Electronic Arts Inc., Gameloft (acquired by Vivendi), Microsoft Corporation, Nexon Co, Ltd., Rockstar Games Inc., Nintendo Co., Ltd., Sony Corporation, Activision Blizzard, Sega, Square Enix Holdings Co., Ltd., Tencent Games, Ubisoft Entertainment S.A. and Zynga.

 

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  1. RESEARCH SCOPE
    • STUDY GOALS
    • SCOPE OF THE MARKET STUDY
    • WHO WILL FIND THIS REPORT USEFUL?
    • STUDY & FORECASTING YEARS
  2. RESEARCH METHODOLOGY
    • SOURCES OF DATA
      • SECONDARY DATA
      • PRIMARY DATA
    • TOP-DOWN APPROACH
    • BOTTOM-UP APPROACH
    • DATA TRIANGULATION
  3. EXECUTIVE SUMMARY
    • MARKET SUMMARY
    • KEY FINDINGS
      • MOBILE GAMING DOMINATES THE DEVICE TYPE SEGMENT
      • EMERGENCE OF GAMES AS A SERVICE
      • SURGE IN THE REVENUE GENERATION FROM GAMING INDUSTRY
      • ONLINE GAMING IS ANTICIPATED TO ADVANCE DYNAMICALLY
      • SOFTWARE SEGMENT TO GROW AT HIGHEST CAGR
  1. MARKET DYNAMICS
    • TIMELINE OF GAMING INDUSTRY
    • PARENT MARKET ANALYSIS: MEDIA & ENTERTAINMENT
    • MARKET SCOPE & DEFINITION
    • MARKET DRIVERS
      • EMERGENCE OF NEXT GENERATION GAMING CONSOLES
      • GROWING INTERNET PENETRATION
      • SURGE IN THE NUMBER OF SMARTPHONE USERS
      • EASY AVAILABILITY OF GAMES AT FREE OF COST
      • HUGE & LOYAL CONSUMER BASE OF DIGITAL GAMES
    • MARKET RESTRAINTS
      • HIGH COST OF GAME DEVELOPMENT
      • PIRACY ISSUES
    • MARKET OPPORTUNITIES
      • GROWING ADOPTION OF AUGMENTED & VIRTUAL REALITY IN GAMING INDUSTRY
      • DEVELOPMENT IN WORLDWIDE E-SPORTS MARKET
    • MARKET CHALLENGES
      • INCREASING PREVALENCE OF COUNTERFEIT GAMING PRODUCTS
      • COMPLEXITY OF LOCALIZATION OF GAMES
      • DIFFICULTIES RELATED TO HARDWARE COMPATIBILITY
  1. MARKET BY TYPE
    • ONLINE
    • OFFLINE
  2. MARKET BY COMPONENTS
    • SOFTWARE
    • HARDWARE
  3. MARKET BY DEVICE TYPE
    • CONSOLE
    • MOBILE
      • ACTION
      • ARCADE
      • STRATEGY & BRAIN GAMES
      • CASINO
      • CASUAL
      • SPORTS
      • RPG
    • COMPUTER
  4. KEY ANALYTICS
    • PORTERS FIVE FORCE MODEL
      • THREAT OF NEW ENTRANTS
      • THREAT OF SUBSTITUTE
      • BARGAINING POWER OF SUPPLIERS
      • BARGAINING POWER OF BUYERS
      • THREAT OF COMPETITIVE RIVALRY
    • KEY BUYING CRITERIA
      • GAME RATINGS
      • PRICE
      • EXCLUSIVITY
      • ONLINE SERVICE
      • DEVICE TYPE & COMPATIBILITY
        • PERFORMANCE
        • BACKWARD COMPATIBILITY
        • PERIPHERALS
        • STORAGE
        • MEDIA SUPPORT
      • OPPORTUNITY MATRIX
      • VENDOR LANDSCAPE
      • VALUE CHAIN ANALYSIS
        • SUPPLIERS
        • RESEARCH & DEVELOPMENT
        • HARDWARE MANUFACTURING, SOFTWARE DEVELOPMENT & PUBLISHING
        • DISTRIBUTORS
      • INVESTMENT ANALYSIS
        • BY TYPE
        • BY DEVICE TYPE
  1. GEOGRAPHICAL ANALYSIS – EUROPE
    • UNITED KINGDOM
    • GERMANY
    • FRANCE
    • SPAIN
    • ITALY
    • REST OF EUROPE
  2. COMPETITIVE LANDSCAPE
    • MARKET SHARE ANALYSIS
    • KEY COMPANY ANALYSIS
    • CORPORATE STRATEGIES
      • PRODUCT LAUNCH, INNOVATION & PRODUCT UPGRADATION
      • PARTNERSHIP & COLLABORATION
      • MERGER & ACQUISITION
      • OTHER KEY STRATEGIES
    • COMPANY PROFILES
      • ACTIVISION 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.
      • TENCENT GAMES
      • UBISOFT ENTERTAINMENT SA
      • ZYNGA

TABLE LIST

TABLE 1: ASIA PACIFIC GAMING MARKET, BY COUNTRY, 2019-2027 (IN $ BILLION)

TABLE 2: REVENUE GENERATED BY MAJOR PLAYERS OF GAMING INDUSTRY IN 2017 (IN $ MILLION)

TABLE 3: TIMELINE OF GAMING INDUSTRY

TABLE 4: EIGHTH GENERATION GAMING CONSOLES

TABLE 5: MOST PIRATED GAMES AS OF 2017

TABLE 6: ASIA PACIFIC GAMING MARKET, BY TYPE, 2019-2027, (IN $ BILLION)

TABLE 7: ASIA PACIFIC GAMING MARKET, BY COMPONENTS, 2019-2027, (IN $ BILLION)

TABLE 8: ASIA PACIFIC GAMING MARKET, BY DEVICE TYPE, 2019-2027, (IN $ BILLION)

TABLE 9: ASIA PACIFIC MOBILE GAMING MARKET, BY GAME GENRE 2019-2027, (IN $ BILLION)

TABLE 10: SOME OF THE MOST POPULAR ACTION GAMES

TABLE 11: SOME OF THE MOST POPULAR ARCADE GAMES

TABLE 12: SOME OF THE MOST POPULAR STRATEGY & BRAIN GAMES

TABLE 13: SOME OF THE MOST POPULAR CASINO GAMES

TABLE 14: SOME OF THE MOST POPULAR CASUAL GAMES

TABLE 15: SOME OF THE MOST POPULAR SPORTS GAMES

TABLE 16: SOME OF THE MOST POPULAR RPG GAMES

TABLE 17: OPPORTUNITY MATRIX

TABLE 18: VENDOR LANDSCAPE

TABLE 19: LEADING DISTRIBUTORS OF DIGITAL GAMES WORLDWIDE

TABLE 20: ASIA PACIFIC GAMING MARKET, BY COUNTRY, 2019-2027 (IN $ BILLION)

TABLE 21: LIST OF PRODUCT LAUNCHES

TABLE 22: LIST OF PARTNERSHIP & COLLABORATION

TABLE 23: LIST OF MERGER & ACQUISITION

TABLE 24: LIST OF OTHER KEY STRATEGIES

LIST OF FIGURES

FIGURE 1: ASIA PACIFIC GAMING MARKET, BY DEVICE TYPE, 2018 & 2027 (IN %)

FIGURE 2: MOBILE-CELLULAR TELEPHONE SUBSCRIPTIONS ACROSS GEOGRAPHIES, 2010-2017, (IN MILLION)

FIGURE 3: INTERNET PENETRATION RATE ACROSS KEY GEOGRAPHIES IN 2017 (IN %)

FIGURE 4: SMARTPHONE USERS ACROSS THE WORLD, 2016-2020 (IN BILLION)

FIGURE 5: RISING NUMBER OF SOFTWARE PIRACY RATE OF KEY COUNTRIES, 2010-2016 (IN %)

FIGURE 6: AVERAGE RATE OF UNLICENSED SOFTWARE USED ACROSS KEY GEOGRAPHIES IN 2017 (IN %)

FIGURE 7: WORLDWIDE GROWTH IN UNIT SHIPMENTS OF AUGMENTED REALITY HEADSET, 2016-2021 (IN MILLION)

FIGURE 8: ASIA PACIFIC GAMING MARKET, BY ONLINE, 2019-2027 (IN $ BILLION)

FIGURE 9: ASIA PACIFIC GAMING MARKET, BY OFFLINE, 2019-2027 (IN $ BILLION)

FIGURE 10: ASIA PACIFIC GAMING MARKET, BY SOFTWARE, 2019-2027 (IN $ BILLION)

FIGURE 11: ASIA PACIFIC GAMING MARKET, BY HARDWARE, 2019-2027 (IN $ BILLION)

FIGURE 12: ASIA PACIFIC GAMING MARKET, BY CONSOLE, 2019-2027 (IN $ BILLION)

FIGURE 13: ASIA PACIFIC GAMING MARKET, BY MOBILE, 2019-2027 (IN $ BILLION)

FIGURE 14: ASIA PACIFIC MOBILE GAMING MARKET, BY ACTION GAMES, 2019-2027 (IN $ BILLION)

FIGURE 15: ASIA PACIFIC MOBILE GAMING MARKET, BY ARCADE GAMES, 2019-2027 (IN $ BILLION)

FIGURE 16: ASIA PACIFIC MOBILE GAMING MARKET, BY STRATEGY & BRAIN GAMES, 2019-2027 (IN $ BILLION)

FIGURE 17: ASIA PACIFIC MOBILE GAMING MARKET, BY CASINO GAMES, 2019-2027 (IN $ BILLION)

FIGURE 18: ASIA PACIFIC MOBILE GAMING MARKET, BY CASUAL GAMES, 2019-2027 (IN $ BILLION)

FIGURE 19: ASIA PACIFIC MOBILE GAMING MARKET, BY SPORTS GAMES, 2019-2027 (IN $ BILLION)

FIGURE 20: ASIA PACIFIC MOBILE GAMING MARKET, BY RPG GAMES, 2019-2027 (IN $ BILLION)

FIGURE 21: ASIA PACIFIC GAMING MARKET, BY COMPUTER, 2019-2027 (IN $ BILLION)

FIGURE 22: PORTER’S FIVE FORCE ANALYSIS

FIGURE 23: KEY BUYING IMPACT ANALYSIS OF GAMING MARKET

FIGURE 24: KEY BUYING IMPACT ANALYSIS OF GAMING DEVICES

FIGURE 25: VALUE CHAIN ANALYSIS

FIGURE 26: INVESTMENT ANALYSIS OF GAMING MARKET, BY DEVICE TYPE, IN 2018

FIGURE 27: INVESTMENT ANALYSIS OF GAMING MARKET, BY TYPE, IN 2018

FIGURE 28: ASIA PACIFIC GAMING MARKET, REGIONAL OUTLOOK, 2018 & 2027 (IN %)

FIGURE 29: CHINA GAMING MARKET, 2019-2027 (IN $ BILLION)

FIGURE 30: JAPAN GAMING MARKET, 2019-2027 (IN $ BILLION)

FIGURE 31: INDIA GAMING MARKET, 2019-2027 (IN $ BILLION)

FIGURE 32: SOUTH KOREA GAMING MARKET, 2019-2027 (IN $ BILLION)

FIGURE 33: AUSTRALIA GAMING MARKET, 2019-2027 (IN $ BILLION)

FIGURE 34: REST OF ASIA PACIFIC GAMING MARKET, 2019-2027 (IN $ BILLION)

FIGURE 35: MARKET SHARE ANALYSIS OF KEY PLAYERS IN 2018 (IN %)

  1. GEOGRAPHICAL ANALYSIS – EUROPE
    • UNITED KINGDOM
    • GERMANY
    • FRANCE
    • SPAIN
    • ITALY
    • REST OF EUROPE
  2. MARKET BY TYPE
    • ONLINE
    • OFFLINE
  3. MARKET BY COMPONENTS
    • SOFTWARE
    • HARDWARE
  4. MARKET BY DEVICE TYPE
    • CONSOLE
    • MOBILE
      • ACTION
      • ARCADE
      • STRATEGY & BRAIN GAMES
      • CASINO
      • CASUAL
      • SPORTS
      • RPG
    • COMPUTER

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