Cloud Gaming - Southeast Asia

  • Southeast Asia
  • Revenue in the Cloud Gaming market is projected to reach US$48.45m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 32.65%, resulting in a projected market volume of US$199.00m by 2029.
  • In the Cloud Gaming market, the number of readers is expected to amount to 2.7m users by 2029.
  • User penetration will be 0.3% in 2024 and is expected to hit 0.4% by 2029.
  • The average revenue per user (ARPU) is expected to amount to US$22.46.
  • In global comparison, most revenue will be generated in the United States (US$1,938.00m in 2024).

Key regions: Europe, Germany, India, France, Asia

 
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Analyst Opinion

Cloud gaming is gaining popularity in Southeast Asia as more and more consumers are embracing the convenience and flexibility it offers. With the advancement of technology and the increasing demand for high-quality gaming experiences, the cloud gaming market in Southeast Asia is experiencing significant growth.

Customer preferences:
One of the key reasons for the growth of the cloud gaming market in Southeast Asia is the increasing preference for on-demand and mobile gaming. Southeast Asian consumers are highly mobile-centric and rely heavily on smartphones for various activities, including gaming. Cloud gaming allows them to access a wide range of games on their mobile devices without the need for high-end hardware or large storage space. Furthermore, the subscription-based model of cloud gaming platforms provides affordability and flexibility, which resonates well with the price-sensitive consumers in the region.

Trends in the market:
The cloud gaming market in Southeast Asia is witnessing several trends that are shaping its growth. Firstly, the rise of 5G technology is playing a crucial role in driving the adoption of cloud gaming. With its faster and more stable internet connectivity, 5G enables seamless streaming of high-quality games, eliminating latency issues and enhancing the overall gaming experience. Secondly, partnerships between cloud gaming providers and telecommunications companies are becoming more prevalent in Southeast Asia. These collaborations allow cloud gaming platforms to leverage the extensive network coverage and infrastructure of telecom operators, ensuring a smooth and uninterrupted gaming experience for users.

Local special circumstances:
Southeast Asia is a highly diverse region with varying levels of internet infrastructure and accessibility. While countries like Singapore and Malaysia have well-developed internet connectivity, other countries in the region, such as Indonesia and the Philippines, face challenges in terms of infrastructure and affordability. However, the increasing investment in internet infrastructure and the growing middle class in these countries are driving the demand for cloud gaming.

Underlying macroeconomic factors:
The economic growth in Southeast Asia, coupled with the increasing disposable income of consumers, is fueling the growth of the cloud gaming market. As more people in the region can afford smartphones and internet access, the potential user base for cloud gaming expands. Additionally, the growing gaming industry in Southeast Asia, driven by the rise of eSports and mobile gaming, creates a favorable environment for the adoption of cloud gaming. In conclusion, the cloud gaming market in Southeast Asia is witnessing significant growth due to the preferences of consumers for on-demand and mobile gaming, the rise of 5G technology, partnerships with telecommunications companies, and the region's economic growth. Despite the varying levels of internet infrastructure and accessibility in the region, the increasing investment in internet infrastructure and the growing middle class are driving the demand for cloud gaming. As the market continues to evolve, it presents opportunities for both cloud gaming providers and gamers in Southeast Asia.

Methodology

Data coverage:

Figures are based on subscription spending, consumer spending, investment, and funding data.

Modeling approach / Market size:

Market sizes are determined by a Top-Down approach, based on a specific rationale for each market market. As a basis for evaluating markets, we use reports, third-party studies, research companies. Next we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, internet penetration and cloud revenues. This data helps us to 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 particular market. For example, the S-curve function and exponential trend smoothing are well suited to forecast digital products and services due to the non-linear growth of technology adoption. The main drivers are consumer spending per capita, level of digitalization, and cloud revenues.

Additional Notes:

The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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