Metaverse Gaming - Asia

  • Asia
  • The Metaverse Gaming market in Asia is projected to reach a value of US$6.0bn by 2024.
  • This market is expected to grow at an annual growth rate of 40.87% from 2024 to 2030, resulting in a projected market volume of US$46.9bn by 2030.
  • In 2024, in the United States is expected to generate the highest value in the Metaverse Gaming market with a projected market volume of US$7.5bn.
  • Furthermore, the number of users in the Metaverse Gaming market in Asia is expected to reach 510.5m users by 2030.
  • The user penetration rate, which measures the percentage of the population using Metaverse Gaming market, is projected to be 4.0% in 2024 and is expected to increase to 11.9% by 2030.
  • Lastly, the average value per user (ARPU) in the Metaverse Gaming market in Asia is projected to be US$36.3.
  • In South Korea, the Metaverse gaming market is experiencing a surge in popularity, with gamers embracing virtual reality and immersive experiences.
 
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Analyst Opinion

The Metaverse Gaming market in Asia is experiencing rapid growth and development, driven by customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. Customer preferences in Asia are heavily influenced by the region's strong gaming culture.

Gaming has become a popular form of entertainment and social interaction, with a large and enthusiastic player base. Asian gamers are known for their passion and dedication, often spending long hours playing games and participating in online communities. This strong customer demand for immersive and interactive gaming experiences has fueled the development of the Metaverse Gaming market in Asia.

Trends in the market also contribute to the growth of the Metaverse Gaming market in Asia. One notable trend is the increasing popularity of virtual reality (VR) and augmented reality (AR) technologies. These technologies provide a more immersive and realistic gaming experience, allowing players to fully immerse themselves in virtual worlds.

As VR and AR technologies become more advanced and accessible, the demand for Metaverse Gaming experiences is expected to continue to rise. Another trend in the market is the rise of esports in Asia. Esports, or competitive gaming, has gained significant traction in recent years, with large-scale tournaments and professional leagues attracting millions of viewers and generating substantial revenue.

The Metaverse Gaming market in Asia has capitalized on this trend by providing platforms and virtual spaces for esports competitions and events. The integration of esports into the Metaverse Gaming ecosystem has further fueled its growth and popularity in the region. Local special circumstances also play a role in the development of the Metaverse Gaming market in Asia.

One such circumstance is the high internet penetration rate in many Asian countries. The widespread availability of high-speed internet connections has enabled seamless online gaming experiences and facilitated the growth of the Metaverse Gaming market. Additionally, the presence of established gaming companies and tech giants in Asia, such as Tencent and NetEase, has provided a strong foundation for the development of the Metaverse Gaming market in the region.

Underlying macroeconomic factors further contribute to the growth of the Metaverse Gaming market in Asia. The region's strong economic growth and rising disposable incomes have increased consumer spending on entertainment and leisure activities, including gaming. As more people have the financial means to invest in gaming hardware and software, the demand for Metaverse Gaming experiences is expected to continue to rise.

In conclusion, the Metaverse Gaming 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 strong gaming culture, the popularity of VR and AR technologies, the rise of esports, high internet penetration rates, the presence of established gaming companies, and favorable macroeconomic conditions all contribute to the expansion of the Metaverse Gaming market in Asia.

Methodology

Data coverage:

Figures are based on in-app spending, consumer spending, in-game spending, app downloads, and 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, and research companies. Next, we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, and internet penetration rates. 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

  • Market Size
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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