Download Games - Southeast Asia

  • Southeast Asia
  • Revenue in the Download Games market is projected to reach US$1.10bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 4.94%, resulting in a projected market volume of US$1.40bn by 2029.
  • In the Download Games market, the number of users is expected to amount to 127.0m users by 2029.
  • User penetration will be 17.4% in 2024 and is expected to hit 17.6% by 2029.
  • In global comparison, most revenue will be generated in the United States (US$5,054.00m in 2024).
  • The average revenue per user (ARPU) in the Download Games market is projected to amount to US$9.07 in 2024.

Key regions: Japan, France, Asia, United Kingdom, India

 
Market
 
Region
 
Region comparison
 
Currency
 

Analyst Opinion

The Download Games market in Southeast Asia has been experiencing significant growth in recent years, driven by the increasing popularity of mobile gaming and the region's large and growing population.

Customer preferences:
Customers in Southeast Asia have shown a strong preference for mobile gaming, with smartphones being the most popular gaming device in the region. This can be attributed to the affordability and accessibility of smartphones, as well as the increasing availability of high-speed internet connections. Additionally, free-to-play games with in-app purchases have become increasingly popular, as they allow users to enjoy the game without upfront costs while still providing opportunities for revenue generation.

Trends in the market:
One of the key trends in the Download Games market in Southeast Asia is the rise of esports. Esports tournaments and events have gained significant traction in the region, attracting both professional players and enthusiastic spectators. This trend has resulted in increased demand for competitive multiplayer games and has also created opportunities for game developers and publishers to monetize their titles through sponsorships and partnerships. Another trend in the market is the growing popularity of localized games. Southeast Asian countries have diverse cultures and languages, and game developers are increasingly recognizing the importance of catering to local preferences. This has led to the development of games that incorporate local themes, characters, and narratives, resonating more strongly with the target audience and driving engagement.

Local special circumstances:
Southeast Asia is a region with a high mobile penetration rate and a young population, making it an attractive market for game developers. The region's large population, combined with increasing disposable incomes and improving internet infrastructure, has created a favorable environment for the growth of the Download Games market. Additionally, Southeast Asia has a strong gaming community and a vibrant online gaming culture. This has contributed to the growth of the market, as gamers in the region are highly engaged and willing to spend on in-game purchases and virtual goods.

Underlying macroeconomic factors:
The strong growth of the Download Games market in Southeast Asia can be attributed to several underlying macroeconomic factors. The region has experienced rapid economic growth in recent years, leading to an increase in disposable incomes and consumer spending. This has allowed more people to afford smartphones and internet access, driving the demand for mobile games. Furthermore, the increasing urbanization in Southeast Asia has resulted in a shift towards digital entertainment and leisure activities. As people spend more time at home or in urban areas, they are turning to mobile gaming as a form of entertainment and relaxation. In conclusion, the Download Games market in Southeast Asia is experiencing significant growth due to customer preferences for mobile gaming, the rise of esports, the popularity of localized games, and the region's favorable macroeconomic factors. As the market continues to evolve, game developers and publishers will need to adapt to the changing preferences and demands of Southeast Asian gamers in order to maintain their competitive edge.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, 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 per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. 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 some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Overview

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

Contact

Get in touch with us. We are happy to help.
Statista Locations
Contact Meredith Alda
Meredith Alda
Sales Manager– Contact (United States)

Mon - Fri, 9am - 6pm (EST)

Contact Yolanda Mega
Yolanda Mega
Operations Manager– Contact (Asia)

Mon - Fri, 9am - 5pm (SGT)

Contact Kisara Mizuno
Kisara Mizuno
Senior Business Development Manager– Contact (Asia)

Mon - Fri, 10:00am - 6:00pm (JST)

Contact Lodovica Biagi
Lodovica Biagi
Director of Operations– Contact (Europe)

Mon - Fri, 9:30am - 5pm (GMT)

Contact Carolina Dulin
Carolina Dulin
Group Director - LATAM– Contact (Latin America)

Mon - Fri, 9am - 6pm (EST)