ASIA-PACIFIC GAMING MARKET 2024-2032

ICT | Media Software & Services

ASIA-PACIFIC GAMING MARKET 2024-2032

Market by Type, Component, Device Type, Genre, and Country Outlook | Forecast 2024-2032

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Triton’s research report examines that the Asia-Pacific gaming market is estimated to achieve revenue at 11.59% CAGR during the forecast years 2024-2032.


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The countries examined in this region include:

•         China

•         Japan

•         South Korea

•         India

•         ASEAN Countries

•         Australia & New Zealand

•         Rest of Asia-Pacific

The Asia Pacific stands as the most populous region with an expanding middle class. This leads to a surge in demand for games across mobile, PC, and console platforms. Amidst technological advancements such as cloud gaming and VR/AR devices, there is a significant need for high-end games and gaming equipment. Thus, countries in this region have carved a significant niche in the esports market.

China leads the gaming market with the highest share in this region. With quick internet access due to WiFi networks and the use of 4G & 5G services, mobile gaming has gained huge momentum. The country ranks first in the world where most money is generated via online gaming. The new gaming apps and software have successfully converted a smartphone into a potent gaming platform, which contributes to the growth of the gaming market.

Likewise, in India, there are an estimated 420 million active gamers, mostly comprising of teen population being digitally active. Thus, the esports business is now recognized as a component of multi-sport events under the supervision of the Ministry of Youth Affairs and Sports. With the popularity of console gaming and other games, the country established three unicorn businesses, namely Dream 11, Game24X7, and Mobile Premiere League, thereby fueling the studied market.

Online games range from simple text-based environments to the incorporation of complex graphics and virtual worlds. As Augmented Reality (AR) continues to evolve the visual world in games, there is an increase in technological developments and innovations in online gaming. The growth of the gaming market is determined based on type, component, device type, and genre. The type segment is branched into online and offline.

Major market players leading in the gaming market include Sony Corporation, Activision Blizzard, Bethesda Softworks Llc, Microsoft Corporation, Ubisoft Entertainment SA, Square Enix Holdings Co Ltd, Electronic Arts Inc, Nintendo Co Ltd, Sega, and Zynga.

Sony Corporation manufactures electronic equipment, medical-related equipment, instruments, and devices. Mobile phones, music systems, cameras, game consoles, software, and other components are among the company’s primary offerings. It sells products under the brand names Sony, Walkman, Blu-ray, PlayStation, Experia, Bravia, etc. It is headquartered in Tokyo, Japan. 

KEY DELIVERABLES OF THE REPORT:

●      Market CAGR during the forecasting years 2024-2032

●      Detailed data highlighting key insights, industry components, and market strategies

●      Comprehensive information and estimation of the gaming market revenue growth in the Asia-Pacific and its influence on the parent market

●      In-depth study of forthcoming trends in consumer behavioral patterns

●      A meticulous analysis of the competitive landscape and Porter’s Five Forces

●      A wide-ranging study of factors that will challenge the APAC gaming market’s growth during the upcoming years

Want to get specific insights? Our team of analysts can customize this report based on your preferences. Connect with us here. 

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Table of Content

1. ASIA-PACIFIC GAMING MARKET- SUMMARY

2. INDUSTRY OUTLOOK

2.1. PARENT MARKET ANALYSIS- MEDIA & ENTERTAINMENT

2.2. IMPACT ANALYSIS ON THE GAMING MARKET

2.2.1. COVID-19 IMPACT ON THE GAMING MARKET

2.2.2. UKRAINE-RUSSIA WAR IMPACT ON THE GAMING MARKET

2.3. PORTER’S FIVE FORCES ANALYSIS

2.3.1. THREAT OF NEW ENTRANTS

2.3.2. THREAT OF SUBSTITUTES

2.3.3. BARGAINING POWER OF BUYERS

2.3.4. BARGAINING POWER OF SUPPLIERS

2.3.5. THREAT OF COMPETITIVE RIVALRY

2.4. MARKET MATURITY ANALYSIS

2.5. INDUSTRY COMPONENTS

2.5.1. COMPONENT SUPPLIERS

2.5.2. RESEARCH & DEVELOPMENT

2.5.3. HARDWARE MANUFACTURING DEVELOPMENT & PUBLISHING

2.5.4. DISTRIBUTORS

2.6. REGULATORY FRAMEWORK

2.7. KEY BUYING IMPACT ANALYSIS

2.7.1. GAME RATINGS

2.7.2. PRICE

2.7.3. EXCLUSIVITY

2.7.4. ONLINE SERVICE

2.7.5. DEVICE TYPE & COMPATIBILITY

2.7.5.1. PERFORMANCE

2.7.5.2. BACKWARD COMPATIBILITY

2.7.5.3. PERIPHERALS

2.7.5.4. STORAGE

2.7.5.5. MEDIA SUPPORT

2.8. KEY MARKET STRATEGIES

2.8.1. COLLABORATIONS

2.8.2. PRODUCT LAUNCHES

2.8.3. ACQUISITIONS

2.8.4. EXPANSIONS

2.9. MARKET DRIVERS

2.9.1. RISE OF NEXT-GENERATION GAMING CONSOLES

2.9.2. INCREASING INTERNET ACCESS

2.9.3. RAPID INCREASE IN SMARTPHONE USERS

2.9.4. EXTENSIVE AND DEVOTED AUDIENCE FOR DIGITAL GAMES

2.9.5. CONVENIENT ACCESSIBILITY TO FREE GAMES

2.10. MARKET CHALLENGES

2.10.1. ELEVATED EXPENSES IN GAME DEVELOPMENT

2.10.2. PIRACY CHALLENGES ASSOCIATED WITH DIGITAL GAMES

2.10.3. RISING INCIDENCE OF COUNTERFEIT GAMING MERCHANDISE

2.10.4. CHALLENGES IN THE LOCALIZATION OF GAMES

2.10.5. HARDWARE COMPATIBILITY ISSUES

2.11. MARKET OPPORTUNITIES

2.11.1. ENHANCED PROCESSING POWER AND REDUCED LATENCY WITH 5G CONNECTIVITY

2.11.2. UNRESTRICTED GAMING ACCESS WITH CLOUD GAMING

2.11.3. IMMERSIVE EXPERIENCES AT MORE AFFORDABLE PRICES WITH AR & VR

2.11.4. ENHANCED GAMING EXPERIENCE WITH EDGE COMPUTING

2.12. ANALYST PERSPECTIVE

3. ASIA-PACIFIC GAMING MARKET – BY TYPE

3.1. ONLINE

3.2. OFFLINE

4. ASIA-PACIFIC GAMING MARKET – BY COMPONENT

4.1. SOFTWARE

4.2. HARDWARE

5. ASIA-PACIFIC GAMING MARKET – BY DEVICE TYPE

5.1. CONSOLE GAMING

5.2. PC GAMING

5.3. MOBILE GAMING

5.3.1. ANDROID

5.3.2. IOS

5.4. BROWSER GAMING

6. ASIA-PACIFIC GAMING MARKET – BY GENRE

6.1. ACTION/ADVENTURE GAMES

6.2. ARCADE GAMES

6.3. STRATEGY & BRAIN GAMES

6.4. CASINO GAMES

6.5. CASUAL GAMES

6.6. SPORT GAMES

6.7. OTHER GENRES

7. ASIA-PACIFIC GAMING MARKET – BY COUNTRY OUTLOOK

7.1. ASIA-PACIFIC

7.1.1. COUNTRY ANALYSIS

7.1.1.1. CHINA

7.1.1.1.1. CHINA GAMING MARKET FORECAST & PROSPECTS

7.1.1.2. JAPAN

7.1.1.2.1. JAPAN GAMING MARKET FORECAST & PROSPECTS

7.1.1.3. INDIA

7.1.1.3.1. INDIA GAMING MARKET FORECAST & PROSPECTS

7.1.1.4. SOUTH KOREA

7.1.1.4.1. SOUTH KOREA GAMING MARKET FORECAST & PROSPECTS

7.1.1.5. ASEAN COUNTRIES

7.1.1.5.1. ASEAN COUNTRIES GAMING MARKET FORECAST & PROSPECTS

7.1.1.6. AUSTRALIA & NEW ZEALAND

7.1.1.6.1. AUSTRALIA & NEW ZEALAND GAMING MARKET FORECAST & PROSPECTS

7.1.1.7. REST OF ASIA-PACIFIC

7.1.1.7.1. REST OF ASIA-PACIFIC GAMING MARKET FORECAST & PROSPECTS

8. COMPETITIVE LANDSCAPE

8.1. ACTIVISION BLIZZARD

8.1.1. OVERVIEW

8.1.2. PRODUCT PORTFOLIO

8.1.3. KEY STRENGTHS

8.1.4. KEY CHALLENGES

8.2. MICROSOFT CORPORATION

8.2.1. OVERVIEW

8.2.2. PRODUCT PORTFOLIO

8.2.3. KEY STRENGTHS

8.2.4. KEY CHALLENGES

8.3. BETHESDASOFTWORKS LLC

8.3.1. OVERVIEW

8.3.2. PRODUCT PORTFOLIO

8.3.3. KEY STRENGTHS

8.3.4. KEY CHALLENGES

8.4. ELECTRONIC ARTS INC

8.4.1. OVERVIEW

8.4.2. PRODUCT PORTFOLIO

8.4.3. KEY STRENGTHS

8.4.4. KEY CHALLENGES

8.5. SONY CORPORATION

8.5.1. OVERVIEW

8.5.2. PRODUCT PORTFOLIO

8.5.3. KEY STRENGTHS

8.5.4. KEY CHALLENGES

8.6. UBISOFT ENTERTAINMENT SA

8.6.1. OVERVIEW

8.6.2. PRODUCT PORTFOLIO

8.6.3. KEY STRENGTHS

8.6.4. KEY CHALLENGES

8.7. SQUARE ENIX HOLDINGS CO LTD

8.7.1. OVERVIEW

8.7.2. PRODUCT PORTFOLIO

8.7.3. KEY STRENGTHS

8.7.4. KEY CHALLENGES

8.8. NINTENDO CO LTD

8.8.1. OVERVIEW

8.8.2. PRODUCT PORTFOLIO

8.8.3. KEY STRENGTHS

8.8.4. KEY CHALLENGES

8.9. SEGA

8.9.1. OVERVIEW

8.9.2. PRODUCT PORTFOLIO

8.9.3. KEY STRENGTHS

8.9.4. KEY CHALLENGES

8.10. ZYNGA

8.10.1. OVERVIEW

8.10.2. PRODUCT PORTFOLIO

8.10.3. KEY STRENGTHS

8.10.4. KEY CHALLENGES

9. RESEARCH METHODOLOGY & SCOPE

9.1. RESEARCH SCOPE & DELIVERABLES

9.2. SOURCES OF DATA

9.3. RESEARCH METHODOLOGY

List of Tables

TABLE 1: ASIA-PACIFIC GAMING MARKET, BY COUNTRY OUTLOOK, 2024-2032 (IN $ BILLION)

TABLE 2: REGULATORY FRAMEWORK

TABLE 3: LIST OF COLLABORATIONS

TABLE 4: LIST OF PRODUCT LAUNCHES

TABLE 5: LIST OF ACQUISITIONS

TABLE 6: LIST OF EXPANSIONS

TABLE 7: NINTH GENERATION GAMING CONSOLES

TABLE 8: ASIA-PACIFIC GAMING MARKET, BY TYPE, 2024-2032 (IN $ BILLION)

TABLE 9: ASIA-PACIFIC GAMING MARKET, BY COMPONENT, 2024-2032 (IN $ BILLION)

TABLE 10: ASIA-PACIFIC GAMING MARKET, BY DEVICE TYPE, 2024-2032 (IN $ BILLION)

TABLE 11: ASIA-PACIFIC GAMING MARKET, BY MOBILE GAMING, 2024-2032 (IN $ BILLION)

TABLE 12: ASIA-PACIFIC GAMING MARKET, BY GENRE, 2024-2032 (IN $ BILLION)

TABLE 13: ASIA-PACIFIC GAMING MARKET, BY COUNTRY OUTLOOK, 2024-2032 (IN $ BILLION)

List of Figures

FIGURE 1: MARKET MATURITY ANALYSIS

FIGURE 2: INDUSTRY COMPONENTS

FIGURE 3: KEY BUYING IMPACT ANALYSIS

FIGURE 4: ASIA-PACIFIC GAMING MARKET, BY TYPE, 2023 & 2032 (IN %)

FIGURE 5: ASIA-PACIFIC GAMING MARKET, BY ONLINE, 2024-2032 (IN $ BILLION)

FIGURE 6: ASIA-PACIFIC GAMING MARKET, BY OFFLINE, 2024-2032 (IN $ BILLION)

FIGURE 7: ASIA-PACIFIC GAMING MARKET, BY COMPONENT, 2023 & 2032 (IN %)

FIGURE 8: ASIA-PACIFIC GAMING MARKET, BY SOFTWARE, 2024-2032 (IN $ BILLION)

FIGURE 9: ASIA-PACIFIC GAMING MARKET, BY HARDWARE, 2024-2032 (IN $ BILLION)

FIGURE 10: ASIA-PACIFIC GAMING MARKET, BY DEVICE TYPE, 2023 & 2032 (IN %)

FIGURE 11: ASIA-PACIFIC GAMING MARKET, BY CONSOLE GAMING, 2024-2032 (IN $ BILLION)

FIGURE 12: ASIA-PACIFIC GAMING MARKET, BY PC GAMING, 2024-2032 (IN $ BILLION)

FIGURE 13: ASIA-PACIFIC GAMING MARKET, BY MOBILE GAMING, 2024-2032 (IN $ BILLION)

FIGURE 14: ASIA-PACIFIC GAMING MARKET, BY ANDROID, 2024-2032 (IN $ BILLION)

FIGURE 15: ASIA-PACIFIC GAMING MARKET, BY IOS, 2024-2032 (IN $ BILLION)

FIGURE 16: ASIA-PACIFIC GAMING MARKET, BY BROWSER GAMING, 2024-2032 (IN $ BILLION)

FIGURE 17: ASIA-PACIFIC GAMING MARKET, BY GENRE, 2023 & 2032 (IN %)

FIGURE 18: ASIA-PACIFIC GAMING MARKET, BY ACTION/ADVENTURE GAMES, 2024-2032 (IN $ BILLION)

FIGURE 19: ASIA-PACIFIC GAMING MARKET, BY ARCADE GAMES, 2024-2032 (IN $ BILLION)

FIGURE 20: ASIA-PACIFIC GAMING MARKET, BY STRATEGY & BRAIN GAMES, 2024-2032 (IN $ BILLION)

FIGURE 21: ASIA-PACIFIC GAMING MARKET, BY CASINO GAMES, 2024-2032 (IN $ BILLION)

FIGURE 22: ASIA-PACIFIC GAMING MARKET, BY CASUAL GAMES, 2024-2032 (IN $ BILLION)

FIGURE 23: ASIA-PACIFIC GAMING MARKET, BY SPORT GAMES, 2024-2032 (IN $ BILLION)

FIGURE 24: ASIA-PACIFIC GAMING MARKET, BY OTHER GENRES, 2024-2032 (IN $ BILLION)

FIGURE 25: CHINA GAMING MARKET 2024-2032 (IN $ BILLION)

FIGURE 26: JAPAN GAMING MARKET 2024-2032 (IN $ BILLION)

FIGURE 27: INDIA GAMING MARKET 2024-2032 (IN $ BILLION)

FIGURE 28: SOUTH KOREA GAMING MARKET 2024-2032 (IN $ BILLION)

FIGURE 29: ASEAN COUNTRIES GAMING MARKET 2024-2032 (IN $ BILLION)

FIGURE 30: AUSTRALIA & NEW ZEALAND GAMING MARKET 2024-2032 (IN $ BILLION)

FIGURE 31: REST OF ASIA-PACIFIC GAMING MARKET 2024-2032 (IN $ BILLION)

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