Gaming Networks - ASEAN

  • ASEAN
  • In ASEAN, the revenue in the Gaming Networks market market is forecasted to reach US$59.42m by 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 7.77%, leading to a projected market volume of US$86.39m by 2029.
  • Within the Gaming Networks market market, the number of users is predicted to reach 0.00 by 2029.
  • User penetration is set to be 0.00 in 2024 and is projected to reach 0.00 by 2029.
  • When compared globally, the in the United States is expected to generate the highest revenue (US$757.60m in 2024) in the Gaming Networks market market.
  • The average revenue per user (ARPU) in the Gaming Networks market market is estimated to be 0.00 in 2024.
  • ASEAN's gaming networks in the media market are experiencing a surge in user engagement, driven by innovative content and interactive experiences.

Key regions: South Korea, Asia, Germany, India, China

 
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Analyst Opinion

The Gaming Networks market in ASEAN is experiencing significant growth and development in recent years. Customer preferences are shifting towards online gaming platforms, leading to an increase in the demand for gaming networks. This trend is driven by several factors, including the growing popularity of e-sports, the increasing penetration of smartphones and internet access, and the rise of social gaming.

Customer preferences:
Customers in ASEAN are increasingly turning to online gaming platforms for their entertainment needs. This shift can be attributed to the convenience and accessibility offered by these platforms. Online gaming allows users to play their favorite games anytime and anywhere, without the need for expensive gaming consoles or physical copies of games. Additionally, the rise of e-sports has contributed to the popularity of online gaming networks. E-sports tournaments and competitions attract millions of viewers and participants, creating a vibrant and competitive gaming community.

Trends in the market:
One of the key trends in the Gaming Networks market in ASEAN is the increasing penetration of smartphones and internet access. With the widespread availability of affordable smartphones and affordable internet plans, more people in the region have access to online gaming platforms. This has led to a surge in the number of gamers and the overall demand for gaming networks. Mobile gaming has become particularly popular, as it allows users to play games on the go and compete with others in real-time. Another trend in the market is the rise of social gaming. Social gaming platforms allow users to connect and play games with their friends and other players from around the world. This social aspect of gaming has become increasingly important to customers, as it enhances the overall gaming experience and provides a sense of community. Social gaming networks also offer features such as in-game chat and virtual currencies, which further engage and retain users.

Local special circumstances:
ASEAN countries have their own unique gaming preferences and cultures. For example, in countries like Indonesia and Thailand, mobile gaming is particularly popular due to the high smartphone penetration rate. On the other hand, countries like Singapore and Malaysia have a strong e-sports culture, with a large number of professional gamers and e-sports tournaments. These local preferences and circumstances influence the types of games and gaming networks that are popular in each country.

Underlying macroeconomic factors:
The growth of the Gaming Networks market in ASEAN is also supported by favorable macroeconomic factors. The region has been experiencing steady economic growth, which has led to an increase in disposable income and consumer spending. As a result, more people are able to afford gaming devices and access to online gaming platforms. Additionally, the young and tech-savvy population in ASEAN countries contributes to the growing demand for gaming networks. The region's large population also provides a significant market size for gaming companies to tap into.

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
  • Global Comparison
  • Methodology
  • Key Market Indicators
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