New whitepaper from Niko Partners x Hero Esports x EFG FACEIT Group: The Esports Generation: Who They Are, and Why They Spend – Download the free whitepaper  
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Niko Partners Blog

Blogjerusalem fixrunner2025-04-25T03:11:50-07:00

Niko Partners – 19 Years of Powering Insights

January 20, 2021
For 19 years, we’ve offered insights on the videogame industry in Asia to our clients 11 markets, including China, Chinese
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Predictions for Asia’s Videogame Market in 2021

January 18, 2021
February 2021 will mark the 19th year of Niko’s research, analysis and insights on the videogame markets of Asia. Our
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Chinese mobile game publishers accounted for 29% of global mobile games revenue in December

January 13, 2021
According to data from Sensor Tower, the top 30 Chinese mobile game publishers accounted for around 29% of global mobile
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Cyberpunk 2077 off to a strong start in China

December 16, 2020
CD Projekt Red, based in Warsaw, released Cyberpunk 2077 globally on December 10, 2020 across Steam, Epic Store, GOG, PlayStation
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RCEP Impact on Video Gaming in Asia

December 14, 2020
The Regional Comprehensive Economic Partnership (RCEP “Ar-sep”) is a free trade agreement in Asia signed on November 15, 2020 by
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KONI Cup 2020 esports tournament: The Prime reigns as the champion

December 3, 2020
Twelve of Indonesia’s best Free Fire teams participated in the grand final of the KONI Cup 2020 which was held
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China approves Roblox plus 41 other games for distribution

December 2, 2020
Related Articles The Esports Generation: Who They Are, and Why They Spend
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The Impact of India’s Ban on Chinese Games 

November 24, 2020
Niko Partners has included India in our market coverage for 2 years. This report comments on the current issue of
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Asia-10 games market to pass 826 million gamers and $42 billion in revenue by 2024

November 20, 2020
The aggregated value of the games market in Asia-10 is massive, and still growing – by double digits in PC
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The Indonesian Ministry of Youth and Sports, KONI, and PB Esports to hold the 2020 KONI Cup Free Fire Tournament

November 10, 2020
The Indonesian National Sports Committee (KONI), the Ministry of Youth and Sports of the Republic of Indonesia (Kemenpora RI), and
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White paper: telecommunications plays a critical role in the lifecycle of a game

October 20, 2020
Many factors can make a game successful – engaging gameplay, enchanting storylines, a sense of community, intense competition – but
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India’s ban of Chinese apps and its impacts to the country’s game market

September 3, 2020
India has banned 177 Chinese mobile apps since June, including key games such as PUBG Mobile, Mobile Legends and Rise
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Baparekraf Game Prime 2020 Online

September 1, 2020
The biggest game industry event in Indonesia, Baparekraf Game Prime 2020 Online was held last month from August 1-5. The
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China approves 28 new import games, the first batch since March 2020

August 6, 2020
The second batch of import games approved for release in 2020 China’s game regulator, the National Press and Publication Administration
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Watch: The Asia Games Market – What You Need to Know

August 4, 2020
Watch Niko Senior Esports Analyst Alexander Champlin present at GamesIndustry.biz’s State of Games conference: Related Articles The Esports Generation: Who
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Latest insights

  • Niko Partners observations at ChinaJoy 2026
  • India’s Gaming Market Surpasses $1 Billion for the First Time, Driven by Mobile Growth and Changing Player Behavior
  • $7 billion in 2030: Opportunities in Southeast Asia’s Video Game Markets

Niko in the Press

  • As GTA 6 publisher Take-Two revises its 2027 net bookings up to $8.2bn, Strauss Zelnick confirms its sales are “well over 90% digital”
  • Gamers Have No Problem Spending $100 On GTA 6′s Digital-Only Ultimate Edition According To Pre-Order Data
  • Nintendo’s latest hit Tomodachi Life: Living The Dream sells cosy gameplay in an anxious world
  • GTA 6: New Report Says Players Are Purchasing the Ultimate Edition of the Game More Compared to the Base Version

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