Southeast Asia Gaming Market Size, Growth, Revenue | 2031

Southeast Asia Gaming Market Size, Growth, Revenue | 2031

Segments - Southeast Asia Gaming Market by Game Types (Action, Shooter, Role-playing, Sports, and Others), Device Types (Smartphones, PC/MMO, TV/Console, Head Mounted Displays, Smart TVs, and Tablets), End-users (Men, Women, and Kids), and By Southeast Asia (Indonesia, Thailand, Malaysia, Singapore, Vietnam, and The Philippines) - Southeast Asia Industry Analysis, Growth, Share, Size, Trends, and Forecast 2023 – 2031

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Author : Debadatta Patel
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Fact-checked by : PARTHA PAUL
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Editor : Shruti Bhat

Upcoming | Report ID :CG-4080 | 4.3 Rating | 73 Reviews | 218 Pages | Format : PDF Excel PPT

Report Description


Southeast Asia Gaming Market Outlook 2031

The Southeast Asia Gaming Market size was valued at USD 14.74 Billion in 2022 and is likely to reach USD  14.99 Billion by 2031 expanding at a CAGR of 0.19 % during 2023 – 2031. Gaming is a major source of amusement for a large number of individual especially teenage population around the world. It provides users several benefits such as acquiring knowledge of working in teams and aids in providing a sense of accomplishment.

As a result, such a sense of self-satisfaction and pleasure is predicted to gain traction. Furthermore, it is an effective tool for calming down hyperactive children and entertaining older folks who have more leisure time.

Southeast Asia Gaming Market Outlook

  • Growing investment in 5G infrastructure and increasing adoption of the Internet are major elements fuelling the market growth.
  • Rising popularity of cloud-based gaming and the increase in online gaming are key factors boosting the market expansion.
  • Rising tendency of youth toward gaming and the growth of mobile users who are increasingly inclined toward gaming are driving the market growth.
  • The simultaneous availability of a large number of games at low rates is propelling the market forward.
  • Lack of understanding of cloud gaming platforms and absence of high-speed internet connectivity in underdeveloped areas are hindering the growth of the market.
  • Rising addiction among youth is a major restraining factor, which is likely to hamper the market expansion in the coming years.
  • Improvements of the cloud gaming system, together with greater privacy, present significant opportunities for the growth of the market.

Scope of Southeast Asia Gaming Market Report

The report on Southeast Asia gaming market includes an assessment of the market, size, share, trends, segments, and regional markets. Overview and dynamics have been included in the report.

Attributes

Details

Report Title

Gaming Market - Southeast Asia Industry Analysis, Growth, Share, Size, Trends, and Forecast

Base Year

2022

Historic Data

2016 to 2021

Forecast Period

2023–2031

Segmentation

Game Types (Action, Shooter, Role-playing, Sports, and Others), Device Types (Smartphones, PC/MMO, TV/Console, Head Mounted Displays, Smart TVs, and Tablets), End-Users (Men, Women, and Kids)

Geographical Scope

Indonesia, Thailand, Malaysia, Singapore, Vietnam, and The Philippines

Report Coverage

Market scope, analysis, share, competitive analysis, growth facts, restraints, opportunities, and revenue forecast

Key Players Covered in the Report

Microsoft Corporation; Electronic Arts Inc; Valve Corporation; Sony Group Corporation; Nvidia Corporation; Bandai Namco Holdings Inc; Rovio Entertainment Corporation; Tencent; Nintendo Co., Ltd; Alibaba; and Activision Blizzard, Inc.

Southeast Asia Gaming Market Segment Insights

Based on game types, the Southeast Asia gaming market is segregated into action, shooter, role-playing, sports, and others. The shooter segment is projected to hold significant market share. Shooter games with 3D realistic graphics that frequently include multiplayer capability, appealing weaponry and characters, and obsessively demanding tactical tasks. As a result, these play an important part in attracting additional players to this sort of game.

Southeast Asia Gaming Market Game Types

On the basis of device types, the market is segmented into smartphones, PC/MMO, TV/console, head mounted displays, smart TVs, and tablets. The smartphones segment is anticipated to account for a substantial share owing to the growing number of smartphone owners. Many game creators are moving their focus to increase game creation, notably for mobile phones. Market participants are capitalizing on the broad usage of tablets and smartphones to expand their consumer base; hence, boosting their profitability.

In terms of end-users, the Southeast Asia gaming market is divided into men, women, and kids. The men segment is anticipated to register a substantial growth during the projected timeline due to the enormous variety of games available on the market such as sports, racing, action, and others, which are designed to be more male-oriented than females. As a result, this contributes significantly to male domination in the sector.

Furthermore, continuing improvements to 5G smartphones result in high speed and low latency qualities, resulting in a greater acceptance of cloud gaming for gamers. The women segment, however, is expected to hold substantial market share in the coming years. As more ladies are inspired by internet gaming websites such as YouTube, where they can acquire loyal fans eager to financially support their channels, there is a progressive rise of women gamers.

Southeast Asia Gaming Market End Users

In terms of the geography, the market is categorized as Indonesia, Thailand, Malaysia, Singapore, Vietnam, and The Philippines. Indonesia is expected to dominate the market owing to the country's fast-rising smartphone market and also the growing number of 5G infrastructure construction initiatives in the country.

With the sub-region, the Philippines has a large number of smartphone users, accounting for over 16% of the total share of the regional mobile phone users. The growing desire for online gaming among teenagers as well as an increase in the number of investments by top gaming businesses, is projected to boost market growth in the country.

Segments

Game Types

  • Action
  • Shooter
  • Role-playing
  • Sports
  • Others

Device Types

  • Smartphones
  • PC/MMO
  • TV/Console
  • Head Mounted Displays
  • Smart TVs
  • Tablets

End-Users

  • Men
  • Women
  • Kids

Geography

  • Indonesia
  • Thailand
  • Malaysia
  • Singapore
  • Vietnam
  • The Philippines

Key Players

  • Microsoft Corporation
  • Electronic Arts Inc
  • Valve Corporation
  • Sony Group Corporation
  • Nvidia Corporation
  • Bandai Namco Holdings Inc
  • Rovio Entertainment Corporation
  • Tencent
  • Nintendo Co., Ltd
  • Alibaba
  • Activision Blizzard, Inc.

Competitive Landscape

Key players in the Southeast Asia gaming market are Microsoft Corporation; Electronic Arts Inc; Valve Corporation; Sony Group Corporation; Nvidia Corporation; Bandai Namco Holdings Inc; Rovio Entertainment Corporation; Tencent; Nintendo Co., Ltd; Alibaba; and Activision Blizzard, Inc.

These players have widely engaged in several market development activities including collaborations, agreements, mergers & acquisitions, production capacity expansion, new product launches, and partnerships to strengthen their geographical presence and expand their customer base globally.

Southeast Asia Gaming Market Key Players

Table Of Content

1. Executive Summary
2. Assumptions and Acronyms Used
3. Research Methodology
4. Gaming Market Overview
  4.1. Introduction
     4.1.1. Market Taxonomy
     4.1.2. Market Definition
  4.2. Macro-Economic Factors
     4.2.1. Industry Outlook
  4.3. Gaming Market Dynamics
     4.3.1. Market Drivers
     4.3.2. Market Restraints
     4.3.3. Opportunity
     4.3.4. Market Trends
  4.4. Gaming Market - Supply Chain
  4.5. Global Gaming Market Forecast
     4.5.1. Gaming Market Size (US$ Mn) and Y-o-Y Growth
     4.5.2. Gaming Market Size (000’ Units) and Y-o-Y Growth
     4.5.3. Gaming Market Absolute $ Opportunity
5. Global Gaming Market Analysis and Forecast by Region
  5.1. Market Trends
  5.2. Introduction
     5.2.1. Basis Point Share (BPS) Analysis by Region
     5.2.2. Y-o-Y Growth Projections by Region
  5.3. Gaming Market Size and Volume Forecast by Region
     5.3.1. North America
     5.3.2. Latin America
     5.3.3. Europe
     5.3.4. Asia Pacific
     5.3.5. Middle East and Africa (MEA)
  5.4. Absolute $ Opportunity Assessment by Region
  5.5. Market Attractiveness/Growth Potential Analysis by Region
  5.6. Global Gaming Demand Share Forecast, 2019-2026
6. North America Gaming Market Analysis and Forecast
  6.1. Introduction
     6.1.1. Basis Point Share (BPS) Analysis by Country
     6.1.2. Y-o-Y Growth Projections by Country
  6.2. North America Gaming Market Size and Volume Forecast by Country
     6.2.1. U.S.
     6.2.2. Canada
  6.3. Absolute $ Opportunity Assessment by Country
  6.4. Market Attractiveness/Growth Potential Analysis
     6.4.1. By Country
     6.4.2. By Product Type
     6.4.3. By Application
  6.5. North America Gaming Demand Share Forecast, 2019-2026
7. Latin America Gaming Market Analysis and Forecast
  7.1. Introduction
     7.1.1. Basis Point Share (BPS) Analysis by Country
     7.1.2. Y-o-Y Growth Projections by Country
     7.1.3. Latin America Average Pricing Analysis
  7.2. Latin America Gaming Market Size and Volume Forecast by Country
      7.2.1. Brazil
      7.2.2. Mexico
      7.2.3. Rest of Latin America
   7.3. Absolute $ Opportunity Assessment by Country
  7.4. Market Attractiveness/Growth Potential Analysis
     7.4.1. By Country
     7.4.2. By Product Type
     7.4.3. By Application
  7.5. Latin America Gaming Demand Share Forecast, 2019-2026
8. Europe Gaming Market Analysis and Forecast
  8.1. Introduction
     8.1.1. Basis Point Share (BPS) Analysis by Country
     8.1.2. Y-o-Y Growth Projections by Country
     8.1.3. Europe Average Pricing Analysis
  8.2. Europe Gaming Market Size and Volume Forecast by Country
     8.2.1. Germany
     8.2.2. France
     8.2.3. Italy
     8.2.4. U.K.
     8.2.5. Spain
     8.2.6. Russia
     8.2.7. Rest of Europe
  8.3. Absolute $ Opportunity Assessment by Country
  8.4. Market Attractiveness/Growth Potential Analysis
     8.4.1. By Country
     8.4.2. By Product Type
     8.4.3. By Application
  8.5. Europe Gaming Demand Share Forecast, 2019-2026
9. Asia Pacific Gaming Market Analysis and Forecast
  9.1. Introduction
     9.1.1. Basis Point Share (BPS) Analysis by Country
     9.1.2. Y-o-Y Growth Projections by Country
     9.1.3. Asia Pacific Average Pricing Analysis
  9.2. Asia Pacific Gaming Market Size and Volume Forecast by Country
     9.2.1. China
     9.2.2. Japan
     9.2.3. South Korea
     9.2.4. India
     9.2.5. Australia
     9.2.6. Rest of Asia Pacific (APAC)
  9.3. Absolute $ Opportunity Assessment by Country
  9.4. Market Attractiveness/Growth Potential Analysis
     9.4.1. By Country
     9.4.2. By Product Type
     9.4.3. By Application
  9.5. Asia Pacific Gaming Demand Share Forecast, 2019-2026
10. Middle East & Africa Gaming Market Analysis and Forecast
  10.1. Introduction
     10.1.1. Basis Point Share (BPS) Analysis by Country
     10.1.2. Y-o-Y Growth Projections by Country
     10.1.3. Middle East & Africa Average Pricing Analysis
  10.2. Middle East & Africa Gaming Market Size and Volume Forecast by Country
     10.2.1. Saudi Arabia
     10.2.2. South Africa
     10.2.3. UAE
     10.2.4. Rest of Middle East & Africa (MEA)
  10.3. Absolute $ Opportunity Assessment by Country
  10.4. Market Attractiveness/Growth Potential Analysis
     10.4.1. By Country
     10.4.2. By Product Type
     10.4.3. By Application
  10.5. Middle East & Africa Gaming Demand Share Forecast, 2019-2026
11. Competition Landscape
  11.1. Global Gaming Market: Market Share Analysis
  11.2. Gaming Distributors and Customers
  11.3. Gaming Market: Competitive Dashboard
  11.4. Company Profiles (Details: Overview, Financials, Developments, Strategy)
     11.4.1. Microsoft Corporation
     11.4.2. Electronic Arts Inc
     11.4.3. Valve Corporation
     11.4.4. Sony Group Corporation
     11.4.5. Nvidia Corporation
     11.4.6. Bandai Namco Holdings Inc
     11.4.7. Rovio Entertainment Corporation

Methodology

Our Clients

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The John Holland Group
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Nestle SA
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Microsoft
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