Mobile Games - Asia

  • Asia
  • Revenue in the Mobile Games market is projected to reach US$65.08bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.78%, resulting in a projected market volume of US$86.18bn by 2029.
  • In the Mobile Games market, the number of users is expected to amount to 1.4bn users by 2029.
  • User penetration will be 25.5% in 2024 and is expected to hit 29.2% by 2029.
  • In global comparison, most revenue will be generated in China (US$34,660.00m in 2024).
  • The average revenue per user (ARPU) in the Mobile Games market is projected to amount to US$56.24 in 2024.

Key regions: United Kingdom, India, China, South Korea, Asia

 
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Analyst Opinion

The Mobile Games market in Asia is experiencing significant growth and development, driven by various factors such as customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. Customer preferences in Asia play a crucial role in the growth of the Mobile Games market.

With a large and growing population of tech-savvy consumers, there is a strong demand for mobile gaming products. Asian consumers are increasingly turning to mobile games as a form of entertainment and relaxation, with the convenience and accessibility of mobile devices being key factors in their preferences. Additionally, the popularity of multiplayer and social gaming experiences has also contributed to the growth of the market, as Asian consumers enjoy connecting and competing with friends and other players online.

Trends in the market further drive the development of the Mobile Games industry in Asia. One notable trend is the rise of mobile esports, with Asia being a hotbed for competitive gaming. The popularity of games such as PUBG Mobile and Mobile Legends: Bang Bang has led to the emergence of professional esports teams, tournaments, and streaming platforms in the region.

This trend not only boosts the demand for mobile games but also creates new opportunities for monetization through sponsorships, advertising, and in-app purchases. Local special circumstances also shape the Mobile Games market in Asia. Each country in the region has its own unique gaming culture, preferences, and regulations.

For example, in China, the government has implemented strict regulations on game approvals and content, which has impacted the market. On the other hand, countries like South Korea and Japan have a long history of gaming culture and have produced globally successful game developers. These local circumstances influence the types of games that are popular in each country and the strategies that developers and publishers need to adopt to succeed.

Underlying macroeconomic factors contribute to the growth and development of the Mobile Games market in Asia. The region's strong economic growth, increasing disposable incomes, and expanding middle class have resulted in higher consumer spending on entertainment, including mobile games. Furthermore, the rapid adoption and improvement of mobile infrastructure, such as 5G networks, have enhanced the gaming experience and fueled the demand for mobile games.

In conclusion, the Mobile Games market in Asia is experiencing significant growth and development due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. The region's tech-savvy population, demand for multiplayer and social gaming experiences, and the rise of mobile esports are driving the market forward. Additionally, each country in Asia has its own unique gaming culture and regulations, which shape the market.

Lastly, the region's strong economic growth and improving mobile infrastructure contribute to the growth of the Mobile Games market in Asia.

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
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