Market by Type, Component, Device Type, Genre, and Country Outlook | Forecast 2024-2032
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.
Report scope can be customized per your requirements - Request Free Sample Report
The countries examined in this region include:
•       Â
China
•       Â
Japan
•       Â
South Korea
•       Â
India
•       Â
ASEAN Countries
•       Â
Australia & New Zealand
•       Â
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.Â
KEY
DELIVERABLES OF THE REPORT:
â—ŹÂ Â Â Â Â
Market CAGR during the forecasting years 2024-2032
â—ŹÂ Â Â Â Â
Detailed data highlighting key insights, industry components, and
market strategies
â—ŹÂ Â Â Â Â
Comprehensive information and estimation of the gaming
market revenue
growth in the Asia-Pacific and its influence on the parent market
â—ŹÂ Â Â Â Â
In-depth study of forthcoming trends in consumer behavioral
patterns
â—ŹÂ Â Â Â Â
A meticulous analysis of the competitive landscape and Porter’s
Five Forces
â—ŹÂ Â Â Â Â
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.Â
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
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)
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)