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PUBLISHER: KBV Research | PRODUCT CODE: 1093578

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PUBLISHER: KBV Research | PRODUCT CODE: 1093578

Asia Pacific Video Game Market Size, Share & Industry Trends Analysis Report By Type (Offline and Online), By Device (Mobile, Console, and Computer), By Country and Growth Forecast, 2022 - 2028

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The Asia Pacific Video Game Market would witness market growth of 12.1% CAGR during the forecast period (2022-2028).

Since the video games are expensive to produce, they need to generate more cash from their intellectual property. T-shirts, miniatures, caps, cups, and other items are already on the market. In addition to an impending television series and a long-rumored movie, the Halo series on Microsoft's Xbox has branched out into novels and comic books.

As people grow nostalgic and see reboots and remakes of beloved movies and shows from previous decades, the same is happening with video games. As well as being extremely popular among older gamers who have firsthand experience with the games, vintage video games from the early days of the industry are in high demand and have become extremely popular with younger gamers.

Many companies have capitalized on this nostalgia by releasing new versions of their systems. Nintendo (NTDOF) has capitalized on this passion for retro video games more than any other firm by developing the Nintendo Old Micro and Nintendo Switch, two devices that allow users to play classic Nintendo games. For companies that were involved at the start of the industry, this has become a reliable revenue source.

The big prize pool created by esports event organizers provides profitable chances for both gamers and organizers. Furthermore, the rising popularity of smartphones and increasing internet penetration in developing countries such as India and China would assist the regional esports market's growth during the projection period.

Furthermore, many businesses are interested in the esports industry and are investing extensively in it, boosting the regional esports market's growth. Furthermore, there is a strong need for sophisticated gaming innovations in this region, which would encourage market participants to create improved gaming technologies to meet client demand. This would help the regional esports market expand in the future years.

A lot of multinational gaming titles have launched in Asia from Hong Kong. Due to the local community of huge gamers who are mobile-savvy and big spenders, Hong Kong is a regional business hub where video gaming and esports companies can sell their products, organize tournaments, build partnerships, raise funds, and manage finances for overseas expansion.

Hong Kong has a big and growing video game industry, with sales expected to reach $1.1 billion by 2024. The popularity of console, PC, and increasingly mobile games is growing (Pwc Global Entertainment & Media Outlook 2020-2024). Hong Kong is an open port that allows unlimited access to foreign-made devices and games. Unlike mainland China, Hong Kong does not require licensing or government approval for game publishing, sales, or distribution.

The China market dominated the Asia Pacific Video Game Market by Country in 2021, and would continue to be a dominant market till 2028; thereby, achieving a market value of $57,342.3 million by 2028. The Japan market is anticipated to grow at a CAGR of 11.4% during (2022 - 2028). Additionally, The India market would showcase a CAGR of 12.8% during (2022 - 2028).

Based on Type, the market is segmented into Offline and Online. Based on Device, the market is segmented into Mobile, Console, and Computer. Based on countries, the market is segmented into China, Japan, India, South Korea, Singapore, Malaysia, and Rest of Asia Pacific.

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Electronic Arts, Inc., Nintendo Co., Ltd., Rovio Entertainment Corporation, Microsoft Corporation, Lucid Games Ltd., Tencent Holdings Ltd., Activision Blizzard, Inc., Sony Corporation, Apple, Inc., and The Walt Disney Company.

Scope of the Study

Market Segments covered in the Report:

By Type

  • Offline
  • Online

By Device

  • Mobile
  • Console
  • Computer

By Country

  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific

Companies Profiled

  • Electronic Arts, Inc.
  • Nintendo Co., Ltd.
  • Rovio Entertainment Corporation
  • Microsoft Corporation
  • Lucid Games Ltd.
  • Tencent Holdings Ltd.
  • Activision Blizzard, Inc.
  • Sony Corporation
  • Apple, Inc.
  • The Walt Disney Company

Unique Offerings from KBV Research

  • Exhaustive coverage
  • Highest number of market tables and figures
  • Subscription based model available
  • Guaranteed best price
  • Assured post sales research support with 10% customization free

Table of Contents

Chapter 1. Market Scope & Methodology

  • 1.1 Market Definition
  • 1.2 Objectives
  • 1.3 Market Scope
  • 1.4 Segmentation
    • 1.4.1 Asia Pacific Video Game Market, by Type
    • 1.4.2 Asia Pacific Video Game Market, by Device
    • 1.4.3 Asia Pacific Video Game Market, by Country
  • 1.5 Methodology for the research

Chapter 2. Market Overview

  • 2.1 Introduction
    • 2.1.1 Overview
      • 2.1.1.1 Market Composition and Scenario
  • 2.2 Key Factors Impacting the Market
    • 2.2.1 Market Drivers
    • 2.2.2 Market Restraints

Chapter 3. Competition Analysis - Global

  • 3.1 KBV Cardinal Matrix
  • 3.2 Recent Industry Wide Strategic Developments
    • 3.2.1 Partnerships, Collaborations and Agreements
    • 3.2.2 Product Launches and Product Expansions
    • 3.2.3 Acquisition and Mergers
  • 3.3 Top Winning Strategies
    • 3.3.1 Key Leading Strategies: Percentage Distribution (2018-2022)
    • 3.3.2 Key Strategic Move: (Partnerships, Collaborations and Agreements: 2018, Nov - 2022, Jan) Leading Players

Chapter 4. Asia Pacific Video Game Market by Type

  • 4.1 Asia Pacific Offline Market by Country
  • 4.2 Asia Pacific Online Market by Country

Chapter 5. Asia Pacific Video Game Market by Device

  • 5.1 Asia Pacific Mobile Market by Country
  • 5.2 Asia Pacific Console Market by Country
  • 5.3 Asia Pacific Computer Market by Country

Chapter 6. Asia Pacific Video Game Market by Country

  • 6.1 China Video Game Market
    • 6.1.1 China Video Game Market by Type
    • 6.1.2 China Video Game Market by Device
  • 6.2 Japan Video Game Market
    • 6.2.1 Japan Video Game Market by Type
    • 6.2.2 Japan Video Game Market by Device
  • 6.3 India Video Game Market
    • 6.3.1 India Video Game Market by Type
    • 6.3.2 India Video Game Market by Device
  • 6.4 South Korea Video Game Market
    • 6.4.1 South Korea Video Game Market by Type
    • 6.4.2 South Korea Video Game Market by Device
  • 6.5 Singapore Video Game Market
    • 6.5.1 Singapore Video Game Market by Type
    • 6.5.2 Singapore Video Game Market by Device
  • 6.6 Malaysia Video Game Market
    • 6.6.1 Malaysia Video Game Market by Type
    • 6.6.2 Malaysia Video Game Market by Device
  • 6.7 Rest of Asia Pacific Video Game Market
    • 6.7.1 Rest of Asia Pacific Video Game Market by Type
    • 6.7.2 Rest of Asia Pacific Video Game Market by Device

Chapter 7. Company Profiles

  • 7.1 Electronic Arts, Inc.
    • 7.1.1 Company Overview
    • 7.1.2 Financial Analysis
    • 7.1.3 Research & Development Expenses
    • 7.1.4 Recent strategies and developments:
      • 7.1.4.1 Partnerships, Collaborations, and Agreements:
      • 7.1.4.2 Acquisition and Mergers:
  • 7.2 Nintendo Co., Ltd.
    • 7.2.1 Company Overview
    • 7.2.2 Financial Analysis
    • 7.2.3 Segmental and Regional Analysis
    • 7.2.4 Research & Development Expenses
    • 7.2.5 Recent strategies and developments:
      • 7.2.5.1 Product Launches and Product Expansions:
  • 7.3 Rovio Entertainment Corporation
    • 7.3.1 Company Overview
    • 7.3.2 Financial Analysis
    • 7.3.3 Segmental and Regional Analysis
    • 7.3.4 Recent strategies and developments:
      • 7.3.4.1 Acquisition and Mergers:
  • 7.4 Microsoft Corporation
    • 7.4.1 Company Overview
    • 7.4.2 Financial Analysis
    • 7.4.3 Segmental and Regional Analysis
    • 7.4.4 Research & Development Expenses
    • 7.4.5 Recent strategies and developments:
      • 7.4.5.1 Partnerships, Collaborations, and Agreements:
  • 7.5 Lucid Games Ltd.
    • 7.5.1 Company Overview
  • 7.6 Tencent Holdings Ltd.
    • 7.6.1 Company Overview
    • 7.6.2 Financial Analysis
    • 7.6.3 Segmental and Regional Analysis
    • 7.6.4 Research & Development Expenses
    • 7.6.5 Recent strategies and developments:
      • 7.6.5.1 Acquisition and Mergers:
  • 7.7 Activision Blizzard, Inc.
    • 7.7.1 Company Overview
    • 7.7.2 Financial Analysis
    • 7.7.3 Segmental and Regional Analysis
  • 7.8 Sony Corporation (Sony Interactive Entertainment LLC)
    • 7.8.1 Company Overview
    • 7.8.2 Financial Analysis
    • 7.8.3 Segmental and Regional Analysis
    • 7.8.4 Research and Development Expense
  • 7.9 Apple, Inc.
    • 7.9.1 Company Overview
    • 7.9.2 Financial Analysis
    • 7.9.3 Regional Analysis
    • 7.9.4 Research & Development Expense
    • 7.9.5 Recent strategies and developments:
      • 7.9.5.1 Product Launches and Product Expansions:
  • 7.10. The Walt Disney Company (Hulu LLC)
    • 7.10.1 Company Overview
    • 7.10.2 Financial Analysis
    • 7.10.3 Segment and Regional Analysis
    • 7.10.4 Recent strategies and developments:
      • 7.10.4.1 Partnerships, Collaborations, and Agreements:
      • 7.10.4.2 Product Launches and Product Expansions:

LIST OF TABLES

  • TABLE 1 Asia Pacific Video Game Market, 2018 - 2021, USD Million
  • TABLE 2 Asia Pacific Video Game Market, 2022 - 2028, USD Million
  • TABLE 3 Partnerships, Collaborations and Agreements - Video Game Market
  • TABLE 4 Product Launches And Product Expansions - Video Game Market
  • TABLE 5 Acquisition and Mergers - Video Game Market
  • TABLE 6 Asia Pacific Video Game Market by Type, 2018 - 2021, USD Million
  • TABLE 7 Asia Pacific Video Game Market by Type, 2022 - 2028, USD Million
  • TABLE 8 Asia Pacific Offline Market by Country, 2018 - 2021, USD Million
  • TABLE 9 Asia Pacific Offline Market by Country, 2022 - 2028, USD Million
  • TABLE 10 Asia Pacific Online Market by Country, 2018 - 2021, USD Million
  • TABLE 11 Asia Pacific Online Market by Country, 2022 - 2028, USD Million
  • TABLE 12 Asia Pacific Video Game Market by Device, 2018 - 2021, USD Million
  • TABLE 13 Asia Pacific Video Game Market by Device, 2022 - 2028, USD Million
  • TABLE 14 Asia Pacific Mobile Market by Country, 2018 - 2021, USD Million
  • TABLE 15 Asia Pacific Mobile Market by Country, 2022 - 2028, USD Million
  • TABLE 16 Asia Pacific Console Market by Country, 2018 - 2021, USD Million
  • TABLE 17 Asia Pacific Console Market by Country, 2022 - 2028, USD Million
  • TABLE 18 Asia Pacific Computer Market by Country, 2018 - 2021, USD Million
  • TABLE 19 Asia Pacific Computer Market by Country, 2022 - 2028, USD Million
  • TABLE 20 Asia Pacific Video Game Market by Country, 2018 - 2021, USD Million
  • TABLE 21 Asia Pacific Video Game Market by Country, 2022 - 2028, USD Million
  • TABLE 22 China Video Game Market, 2018 - 2021, USD Million
  • TABLE 23 China Video Game Market, 2022 - 2028, USD Million
  • TABLE 24 China Video Game Market by Type, 2018 - 2021, USD Million
  • TABLE 25 China Video Game Market by Type, 2022 - 2028, USD Million
  • TABLE 26 China Video Game Market by Device, 2018 - 2021, USD Million
  • TABLE 27 China Video Game Market by Device, 2022 - 2028, USD Million
  • TABLE 28 Japan Video Game Market, 2018 - 2021, USD Million
  • TABLE 29 Japan Video Game Market, 2022 - 2028, USD Million
  • TABLE 30 Japan Video Game Market by Type, 2018 - 2021, USD Million
  • TABLE 31 Japan Video Game Market by Type, 2022 - 2028, USD Million
  • TABLE 32 Japan Video Game Market by Device, 2018 - 2021, USD Million
  • TABLE 33 Japan Video Game Market by Device, 2022 - 2028, USD Million
  • TABLE 34 India Video Game Market, 2018 - 2021, USD Million
  • TABLE 35 India Video Game Market, 2022 - 2028, USD Million
  • TABLE 36 India Video Game Market by Type, 2018 - 2021, USD Million
  • TABLE 37 India Video Game Market by Type, 2022 - 2028, USD Million
  • TABLE 38 India Video Game Market by Device, 2018 - 2021, USD Million
  • TABLE 39 India Video Game Market by Device, 2022 - 2028, USD Million
  • TABLE 40 South Korea Video Game Market, 2018 - 2021, USD Million
  • TABLE 41 South Korea Video Game Market, 2022 - 2028, USD Million
  • TABLE 42 South Korea Video Game Market by Type, 2018 - 2021, USD Million
  • TABLE 43 South Korea Video Game Market by Type, 2022 - 2028, USD Million
  • TABLE 44 South Korea Video Game Market by Device, 2018 - 2021, USD Million
  • TABLE 45 South Korea Video Game Market by Device, 2022 - 2028, USD Million
  • TABLE 46 Singapore Video Game Market, 2018 - 2021, USD Million
  • TABLE 47 Singapore Video Game Market, 2022 - 2028, USD Million
  • TABLE 48 Singapore Video Game Market by Type, 2018 - 2021, USD Million
  • TABLE 49 Singapore Video Game Market by Type, 2022 - 2028, USD Million
  • TABLE 50 Singapore Video Game Market by Device, 2018 - 2021, USD Million
  • TABLE 51 Singapore Video Game Market by Device, 2022 - 2028, USD Million
  • TABLE 52 Malaysia Video Game Market, 2018 - 2021, USD Million
  • TABLE 53 Malaysia Video Game Market, 2022 - 2028, USD Million
  • TABLE 54 Malaysia Video Game Market by Type, 2018 - 2021, USD Million
  • TABLE 55 Malaysia Video Game Market by Type, 2022 - 2028, USD Million
  • TABLE 56 Malaysia Video Game Market by Device, 2018 - 2021, USD Million
  • TABLE 57 Malaysia Video Game Market by Device, 2022 - 2028, USD Million
  • TABLE 58 Rest of Asia Pacific Video Game Market, 2018 - 2021, USD Million
  • TABLE 59 Rest of Asia Pacific Video Game Market, 2022 - 2028, USD Million
  • TABLE 60 Rest of Asia Pacific Video Game Market by Type, 2018 - 2021, USD Million
  • TABLE 61 Rest of Asia Pacific Video Game Market by Type, 2022 - 2028, USD Million
  • TABLE 62 Rest of Asia Pacific Video Game Market by Device, 2018 - 2021, USD Million
  • TABLE 63 Rest of Asia Pacific Video Game Market by Device, 2022 - 2028, USD Million
  • TABLE 64 Key information - Electronic Arts, Inc.
  • TABLE 65 key information - Nintendo Co., Ltd.
  • TABLE 66 Key Information - Rovio Entertainment Corporation
  • TABLE 67 key information - Microsoft Corporation
  • TABLE 68 Key information - Lucid Games Ltd.
  • TABLE 69 Key Information - Tencent Holdings Ltd.
  • TABLE 70 Key Information - Activision Blizzard, Inc.
  • TABLE 71 Key Information - Sony Corporation
  • TABLE 72 Key Information - Apple, Inc.
  • TABLE 73 Key information - The Walt Disney Company

List of Figures

  • FIG 1 Methodology for the research
  • FIG 2 KBV Cardinal Matrix
  • FIG 3 Key Leading Strategies: Percentage Distribution (2018-2022)
  • FIG 4 Key Strategic Move: (Partnerships, Collaborations and Agreements: 2018, Nov - 2022, Jan) Leading Players
  • FIG 5 Recent strategies and developments: The Walt Disney Company
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