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
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