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East Asia Video Games Market Report Series - 3 Report Bundle

  • Report

  • May 2024
  • Region: Asia Pacific
  • Niko Partners, Inc.
  • ID: 5980953

East Asia is home to the world’s third and fourth largest video game markets. The region is long considered as a mature market as gaming has been integrated into the mainstream culture and industry. Despite facing challenges from an ageing population and slow economic growth, the region remains a force to be reckoned with. The region is the headquarters of many world-renowned game companies that can conquer the global game industry through international hit titles. In addition, the rise of esports also creates new opportunities for game-makers and brands to achieve success in the region. This proves East Asia is a key market for game developers and publishers, hardware and device makers, infrastructure providers, and investors.

The East Asia Video Games Market Reports are presented in an all-new way. It includes one Market Model report (May), one Gamer Behavior & Market Insights Report (July-September), and one Market Model Update Report (November) for Japan and Korea, the two largest market in the region.

Key takeaways from the East Asia Market Model Reports

  • The East Asia video games market generated revenue of $30.1 billion in 2023, up 1.0% YoY. The East Asia video games market is set to decline by 2.9% in 2024, with revenue of $29.2 billion, and is forecasted to reach $30.8 billion in 2028, growing at a 5-year CAGR of 0.4%.
  • Mobile continues to remain the largest segment, accounting for 68.4% of revenue in East Asia.
  • The East Asia video game market had 96.3 million gamers in 2023, up 1.7% YoY. The total number of gamers is set to grow 0.8% in 2024, reaching 97.1 million, and is forecasted to reach 100.3 million in 2028 at a 5-year CAGR of 0.8%.
  • Annual average revenue per user (ARPU) was $312.71 in 2023, but will decline to $307.04 in 2028 at a 5-year CAGR of 2.1%.
  • Both Japan and Korea will struggle to grow over the next 5 years. Japan is currently undergoing a correction following the COVID-19 boom that saw double digit growth in 2020. Additionally, the highly depreciated yen has contributed to a reduction relative to USD projections even though spending in yen itself remains relatively stable.

This series includes 3 reports:

  • Market Model Report - May 2024
  • Gamer Behavior & Market Insights Report - August 2024
  • Market Model Update Report - November 2024

Table of Contents

EAST ASIA MARKET MODEL REPORT
  • About the Report
  • Executive Summary
  • Market Model Infographic
  • 2024 Market Model
    • Market Model - All Platforms
    • Market Model - Mobile
    • Market Model - PC
    • Market Model - Console
    • Market Model - Export
  • Analysis & Demographics
  • Forward Looking Analysis
  • Gamer Demographics
  • Appendix
  • Methodology
List of Exhibits:
  • Domestic Video Games Market - Mobile, PC, Console
  • Gamer Demographics - Gender, Age & Devices
  • Gamer Demographics - Employment Status and Income
EAST ASIA GAMER BEHAVIOR & MARKET INSIGHTS REPORT
  • About the Report
  • Executive Summary
  • Infographic
  • Growth Drivers & Inhibitors
  • Gamer Behavior Insights
    • Player engagement & spending
    • What gamers are spending on
    • Why gamers are playing games
    • Subscription trends
    • Marketing channels to reach gamers
    • Diversity, Equity, & Inclusion
    • Female Gamers
  • Mobile Game Market Insights
    • Mobile games market overview
    • Top Grossing Games
    • Genre Analysis
    • Korean mobile games in Chinese market
    • Mobile Insights
  • PC Game Market Insights
    • PC games market overview
    • PC gamer survey?
    • PC Bang (only in Korea report)
    • Notable trends in PC gaming
    • Steam Rankings
  • Console Game Market Insights
    • Console games market overview
    • Console game ownership
    • Console Game Survey
    • Notable trends in console game development
  • Console Game Market Insights
    • Console games market overview
    • Console game ownership
    • Console Game Survey
    • Notable trends in console game development
  • Esports & Live Streaming
    • Esports Overview and Market Model
    • Esports popularity
    • Top Esports Games?
    • Game Streaming Overview
    • Top Livestreaming Platforms
    • Top 10 Livestreamers
    • VTubers importance (only in Japan report)
  • Hardware & Technology
    • 5G & Internet Infrastructure Update
    • Web3 and AIGC in Video Games
  • Localization & Payments
    • Localization Overview
    • Localized marketing strategy
    • Gamer Insights: Payment
  • Financial & Investments
    • Earnings Decline?
    • M&A and Investments Summary
  • Regulations
    • Regulation Overview?
    • Government policy
  • Appendix
  • Methodology

Companies Mentioned

  • 2K​
  • 505 Games​
  • Acquire
  • Aeria Games
  • AfreecaTV
  • Akatsuki
  • Amazon
  • Apple
  • Audeze
  • Bandai Namco
  • Blizzard​
  • Broccoli
  • Bungie​
  • Bushiroad
  • Capcom
  • Century Games​
  • ColoPL
  • Com2uS​
  • Computer Entertainment Rating Organization (CERO)
  • Computer Entertainment Supplier’s Association (CESA)
  • CyberAgent
  • Daewon Media
  • DeNA
  • Devsisters
  • Digital Extremes​
  • Digital Hearts
  • Docomo
  • DoubleUGames
  • Dream Games​
  • Electronic Arts
  • ELSA
  • Embracer Group
  • Famitsu
  • Firewalk Studios
  • FirstFun​
  • Game Rating and Administration Committee
  • GungHo
  • HYBE
  • Japan Esports Union (JeSU)
  • Japan Online Games Association (JOGA)
  • Joy Net Games​
  • JoyCity​
  • Kadokawa
  • Kakao Games​
  • Koei Tecmo
  • Komodo
  • Konami​
  • KRAFTON​
  • Marvelous
  • Me2on​
  • ME2ZEN/Ghost Studio​
  • Microsoft
  • miHoYo
  • Ministry of Culture, Sports, and Tourism (MCST)
  • mixi​
  • Naver
  • NCSOFT​
  • Neowiz
  • NEOWIZ​
  • Netmarble​
  • Nexon​
  • NHN
  • NicoNico
  • Nintendo
  • NVIDIA
  • Paradox Interactive​
  • PayPay
  • Pearl Abyss​
  • Pocketpair
  • Rakuten
  • Riot Games
  • Rockstar Games​
  • Rovio
  • SEGA
  • SHIFT UP
  • Shiver Entertainment
  • SM
  • Smilegate​
  • Sony
  • SOOP
  • Square Enix​
  • Steam (Valve)
  • Supercell​
  • Tencent
  • TikTok
  • Twitch
  • Ubisoft
  • Valve
  • Vector
  • Visual Arts
  • Warner Bros​
  • Webzen
  • Webzen​
  • Wemade
  • Xbox
  • YouTube
  • Z Holdings