What you’ll learn from this report:

Asia is the most important region for gaming in the world, representing a major opportunity for game developers and publishers, hardware and device makers, infrastructure providers, and investors. High consumer demand for games, esports, tournaments, and streaming, coupled with growing disposable income, improvements in infrastructure, and investment by multinational companies and country governments have set the stage for strong continued growth. However, each country’s different culture, gamer preferences, and spending behaviors means there is no one size fits all approach to the region.

Country Reports provide a deep dive into each country’s games market and gamers.

Countries:
Chinese Taipei, India, Indonesia, Japan, Korea, Malaysia, Philippines, Singapore, Thailand, Vietnam

The Asia Regional Report is available with purchase of 2 or more country reports. It provides a comprehensive analysis of the entire Asia region for mobile and PC games. (Note: this report does not include China.)

PUBLISHED NOVEMBER 2020

$2,500 per country

For discounted packages including more two or more countries or the regional report, contact us directly.

Each Asia country report includes:

  • Market model and 5 year forecast through 2024
    • Macroeconomic data
    • Revenue
    • Revenue by genre
    • Gamers
    • ARPU
  • Top games
  • Top publishers
  • Trends
  • Market developments
  • Local market updates
  • Esports
  • Esports tournaments
  • Esports teams and sponsors
  • Regulatory overview
  • PC ownership
  • Impact of gaming on PC purchase
  • PC brand and spending
  • PC accessory brand
  • PC game spending and payment methods
  • PC gaming hours
  • Console
  • Top PC games
  • Internet cafes
  • Mobile games spending
  • Top mobile games
  • Mobile gaming behavior
  • App stores
  • Mobile payments

The Asia regional report includes:

  • Market model and 5-year forecast through 2024
    • Macroeconomic data
    • Revenue
    • Gamers
    • ARPU
    • Growth rate
  • Leading game genres
  • Leading publishers
  • Esports and streaming
  • Covid Impact
  • Female gamers
  • Monetization
  • Gamer preferences by region
  • Payments
  • Qualitative and quantitative analysis on gamer demand, demographics, and behavior
    • Hardware and Device ownership
    • Time spent
    • Time spent per genre
    • Time spent by location
    • Internet cafes
    • Emulators
    • Purchase influences
    • Cloud gaming