Asia-Pacific Online Gaming Market 2015 code:1189

OVERVIEW
TABLE OF CONTENTS
COMPANIES MENTIONED
Countries Covered: Australia, China, India, Indonesia, Japan, Malaysia, New Zealand, Pakistan, Philippines, South Korea, Taiwan, Thailand, Vietnam
Pages: 86
Publication Date: 21/04/2015
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Questions Covered in the report:
  • • What is the current state and furthermore future prospects of online and mobile games in the leading markets of the Asia-Pacific region?
  • • How does online gaming evolve in emerging markets of Southeast Asia?
  • • What major trends are shaping the digital gaming markets in Asia-Pacific and worldwide?

Key Findings:

Asia-Pacific Leads the Way in Global Mobile Gaming Boom

Asia-Pacific is reported to be both the largest and the fastest growing gaming market worldwide. While the shift to digital games is happening worldwide, Asia-Pacific already leads the way in mobile gaming revenues, topping all other regions in 2014. Asia-Pacific also stands out in online gaming on computers, with five countries from this region on the list of the top ten countries in online gamer penetration of Internet users last year. Overall, the online gaming market in Asia-Pacific is forecasted to retain double-digit growth rate for the coming years.

China, Japan and South Korea are the largest markets for online games in Asia-Pacific and among the most prominent worldwide. In China, the number of people playing games online is nearly four hundred million and a quarter of a billion play mobile games. Distribution of games through mobile chat applications is a major trend, with close to two-thirds of mobile gamers discovering new games through this channel. This trend is also persistent in Japan, where a popular messaging app LINE carries an ever growing number of mobile free-to-play games.. In South Korea, mobile games tripled their share of the gaming market between 2012 and 2013.

The South East Asia sub-region is increasingly gaining attention of the global games market players. In 2014, there were close to a hundred million online gamers there and even a large number of mobile gamers. Countries like Thailand, Indonesia, and Vietnam are expanding their market potential with growing Internet and smartphone penetration.  While Oceania is an advanced sub-region in these two parameters, Australia and New Zealand are still seeing double-digit growth rates in the digital gaming segment.

Some major digital games companies operate in the Asia Pacific region. China-based Tencent, which both publishes and distributes games through its platforms, generated several billion of Euros in online and mobile games revenues in 2014. Japan, is home to prominent digital games publishers such as Nexon and GungHo, and made news in early 2015 announcing the strategic cooperation between video games maker Nintendo and mobile games developer DeNA.

 

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1. Management Summary

2. Global

  • Overview of Online Gaming Market, March 2015
  • Breakdown of Total Gaming Revenues, by Segment, in % and in USD billion, in % Year-on-Year Change and Number of Gamers, in millions, 2014e
  • Digital Gaming Revenues, in USD billion, and in % Share on Total Gaming Revenues, 2013 & 2018f
  • Top 10 Countries by PC Online Gamer Penetration on Internet Users, in %, H2 2014
  • Top 10 PC/MMO Games, by Rank, October 2014
  • Overview of Mobile Gaming Market, March 2015
  • Breakdown of Mobile Gaming Revenues, by Smartphone and Tablet, in USD billion, 2013 – 2015f & 2017f
  • Mobile Gaming Revenues, in USD billion, 2013 – 2016f
  • Reasons for Mobile Gaming Purchase, in % of Paying Mobile Gamers, by Smartphone and Tablet, 2014e
  • Top 3 Mobile Games, by Revenues, in USD billion, 2014
  • Top Grossing Mobile Games on Google Play (Android), March 2015, and iOS App Store, 2014
  • Overview of Social Gaming Market, March 2015
  • Social Gaming Revenues, in USD billion, 2012 & 2019f

3. Asia-Pacific

3.1. Regional

  • Online Gaming Revenues in Asia-Pacific, in USD billion, 2012, 2013 & 2018f
  • Breakdown of Online Gaming Revenues in Asia-Pacific, by Selected Countries, in %, 2013

3.2. East Asia

3.2.1. China

  • Overview of Online Gaming Market, March 2015
  • Online Gaming Revenues, in CNY billion, and in % Year-on-Year Change, 2011 – 2017f
  • Breakdown of Online Gaming Revenues, by Segment, Q1 2014
  • Mobile Gaming Revenues, in USD billion, 2013, 2014e & 2018f
  • Number of Online Gamers, in millions and in % of Total Internet Users, 2010 – 2014
  • Number of Mobile Gamers, in millions and in % of Total Mobile Internet Users, 2010 – 2014
  • Breakdown of Average Monthly Payment Amounts Paid for Online Games, in % of Online Gamers, 2014
  • Breakdown of Average Monthly Payment Amounts Paid for Mobile Games, in % of Mobile Gamers, 2014
  • Online Games Download Channels, in % of Online Gamers, 2014
  • Ways to Discover Mobile Games, in % of Mobile Gamers, 2014
  • Market Shares of Players in Virtual Gaming Goods Revenues, in %, 2013
  • Breakdown of User Coverage of Mobile Gaming Providers, in %, Q2 2014
  • Overview of Selected China-Based Gaming Companies, incl. Segment, Selected Online and Mobile Games Titles and Revenue, March 2015

3.2.2. Japan

  • Overview of Online Gaming Market, March 2015
  • Breakdown of Online Gaming Revenues, by Device, in % and in JPY billion, 2013
  • Mobile Gaming Revenues, by Apps and Smartphone Browser Games, in JPY billion, 2012 – 2014e
  • Social Gaming Revenues, in JPY billion, 2014, 2015f & 2020f
  • Overview of Selected Japan-Based Gaming Companies, incl. Segment, Selected Online and Mobile Games Titles and Revenue, March 2015

3.2.3. South Korea

  • Overview of Online Gaming Market, March 2015
  • Online Gaming Revenues, in USD billion, 2013 & 2018f
  • Breakdown of Total Gaming Revenues, by Segment, in %, 2011 – 2013
  • Online Gaming Revenues, in KRW billion, 2011 – 2013
  • Mobile Gaming Revenues, in KRW billion, 2011 – 2013
  • Product Categories Purchased Online, incl. “Computer or Video Games, in % of Online Shoppers, 2013

3.2.4. Taiwan

  • Selected Activities Carried Out Online, incl. “Online Games”, in % of Internet Users, 2014
  • Online Gamer Penetration, in % of Internet Users, by Age Group, 2014
  • Mobile Gamer Penetration on Smartphone Users, in %, 2014
  • Mobile Gaming Revenues, in TWD billion, 2014e & 2017f

3.3. South Asia

3.3.1. India

  • Gaming Revenues, by Platform, in INR billion, 2013 – 2018f
  • Impact of Mobile Gaming on GDP Value, in USD billion, 2013 & 2018f
  • Share of Internet Users who Play Games Online at Least Weekly, by Device, in %, Q1 2014

3.3.2. Pakistan

  • Entertainment Activities Carried Out Online, incl. “Playing Games”, in % of Internet Users Who Use the Internet for Entertainment Purposes, 2013
  • Top 5 Mobile App Categories, incl. “Games”, in % of Mobile App Users, 2014e

3.4. Southeast Asia

3.4.1. Sub-Regional

  • Online Gaming Revenues, in USD million, 2013 & 2014
  • Digital Gaming Revenues, in USD million, and Number of Gamers, in millions, by Online and Mobile, 2014

3.4.2. Thailand

  • Mobile Gaming Revenues, in USD million, 2014 – 2017f
  • Share of Mobile Gaming Revenues on Total Gaming Revenues, in %, 2014 & 2017f
  • Share of Smartphone Users Playing Games on Smartphones, in %, July 2014
  • Product Categories Purchased Online via Social Media, in % of Online Shoppers Buying via Social Media, May 2013

3.4.3. Indonesia

  • Mobile Internet Activities, incl. “Playing Games”, in % of Mobile Internet Users, 2014
  • Share of Smartphone Users Playing Games on Smartphones, in %, July 2014

3.4.4. Vietnam

  • Online Gamer Penetration, in % of Internet Users, 2014
  • Mobile Gaming Revenues, in USD million, 2010 – 2017f

3.4.5. Malaysia

  • Activities Carried Out Online, incl. “Playing or Downloading Video Games or Computer Games”, in % of Internet Users, 2013

3.4.6. Philippines

  • Share of Smartphone Users Playing Games on Smartphones, in %, July 2014
  • Product Categories Purchased via a Social Messaging App on Mobile Phones, incl. “Games”, in % of Mobile Internet Users, June 2014

3.5. Oceania

3.5.1. Australia

  • Gaming Revenues, by Segment, in AUD million, and in % Year-on-Year Change, 2014
  • Categories of Mobile Apps Used Monthly, in % of Mobile Internet Users, August 2014
  • Penetration of Mobile App Users in the Category “Games”, in % of Mobile Internet Users, by Age Group, August 2014

3.5.2. New Zealand

  • Gaming Revenues, by Segment, in NZD million, and in % Year-on-Year Change, 2014
Read More
  • 5173.com
  • Activision
  • Amazon
  • Apple
  • Baidu
  • Bandai Namco Entertainment
  • Changyou
  • Daum Kakao Corp
  • DeNA
  • Facebook
  • Goodgame Studios
  • Google
  • Gree
  • GungHo Online
  • King
  • Konami
  • Line
  • Myapp.com
  • NetEase
  • Nexon
  • Nintendo
  • QQ
  • Qzone
  • Square Enix
  • Supercell
  • Tencent
  • WeChat
  • Whatsapp
  • Zynga
Read More

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