目次
第1章 方法論と範囲
1.1. 市場区分と範囲
1.2. 市場定義
1.3. 情報収集
1.3.1. 購入データベース
1.3.2. GVR社内データベース
1.3.3. 二次情報源および第三者視点
1.3.4. 一次調査
1.4. 情報分析
1.4.1. データ分析モデル
1.5. 市場の形成とデータの視覚化
1.6. データの検証と公開
第2章 エグゼクティブサマリー
2.1. 市場の見通し
2.2. 機器の見通し
2.3. パッケージの見通し
2.4. 競合状況の見通し
第3章 アジア太平洋のゲーム市場の変数、トレンド、および展望
3.1. 市場の系譜の見通し
3.2. 普及と成長の見通しマッピング
3.3. 業界バリューチェーン分析
3.3.1. 原材料の見通し
3.3.2. 製造および技術動向
3.3.3. 販売/代替チャネル分析
3.3.4. 利益率分析
3.4. 市場力学
3.4.1. 市場推進要因分析
3.4.2. 市場抑制要因分析
3.4.3. 市場機会
3.4.4. 市場の課題
3.5. 業界分析 – ポーターのファイブフォース分析
3.6. 市場参入戦略
第4章 アジア太平洋のゲーム市場:デバイス別予測とトレンド分析
4.1. アジア太平洋のゲーム市場:デバイス別:主な要点
4.2. デバイス別動向分析と市場シェア、2023年と2030年
4.3. デバイス別市場予測および予測、2018年~2030年(10億米ドル)
4.3.1. モバイル
4.3.1.1. 市場予測および予測、2018年~2030年(10億米ドル)
4.3.2. コンソール
4.3.2.1. 市場予測と予測、2018年~2030年(10億米ドル)
4.3.3. コンピュータ
4.3.3.1. 市場予測と予測、2018年~2030年(10億米ドル)
第5章 アジア太平洋のゲーム市場:タイプ別予測とトレンド分析
5.1. アジア太平洋のゲーム市場:タイプ別:主な要点
5.2. タイプ別市場分析および市場シェア、2023年および2030年
5.3. タイプ別市場予測、2018年~2030年(単位:10億米ドル)
5.3.1. オフライン
5.3.1.1. 市場予測および予測、2018年~2030年(単位:10億米ドル)
5.3.2. オンライン
5.3.2.1. 市場予測と予測、2018年~2030年(10億米ドル)
第6章 アジア太平洋のゲーム市場:地域別予測とトレンド分析
6.1. アジア太平洋のゲーム市場:地域別見通し
6.2. 地域別動向分析と市場シェア、2023年と2030年
6.3. 地域および国別の市場予測、2018年~2030年(10億米ドル)
6.3.1. アジア太平洋
6.3.1.1. 市場予測および予測、2018年~2030年(10億米ドル)
6.3.1.2. 中国
6.3.1.2.1. 主要国の動向
6.3.1.2.2. 市場予測と見通し、2018年~2030年(10億米ドル)
6.3.1.3. 日本
6.3.1.3.1. 主要国の動向
6.3.1.3.2. 市場予測と見通し、2018年~2030年(10億米ドル)
6.3.1.4. インド
6.3.1.4.1. 主要国の動向
6.3.1.4.2. 市場予測と見通し、2018年~2030年(10億米ドル)
6.3.1.5. オーストラリアおよびニュージーランド
6.3.1.5.1. 主要国の動向
6.3.1.5.2. 市場予測と予測、2018年~2030年(10億米ドル)
6.3.1.6. 韓国
6.3.1.6.1. 主要国の動向
6.3.1.6.2. 市場予測と予測、2018年~2030年(10億米ドル)
第7章 競合分析
7.1 主要市場参加者の最近の動向と影響分析
7.2 企業分類
7.3 参加者の概要
7.4 財務実績
7.5 デバイスのベンチマーク
7.6 企業市場シェア分析、2023年(%)
7.7 企業ヒートマップ分析
7.8 戦略マッピング
7.9 企業プロフィール
7.9.1. Tencent Holdings Ltd
7.9.2. NetEase
7.9.3. Bandai Namco Entertainment
7.9.4. Sony Corporation
7.9.5. Nintendo Co. Ltd
7.9.6. Nexon
7.9.7. NCSoft
7.9.8. Netmarble Corporation
7.9.9. Asiasoft Corporation Public Company Limited
7.9.10. IGG Inc.
7.9.11. Com2uS Corporation
7.9.12. Krafton
7.9.13. Pearl Abyss
7.9.14. Garena SEA Group
7.9.15. Kingsoft Corporation Ltd
The Asia Pacific gaming market size was estimated at USD 136.5 billion in 2023 and is expected to grow at a CAGR of 10.9% from 2024 to 2030. The Asian gaming market is experiencing robust growth driven by several key factors that enhance accessibility, technological advancements, and changing consumer behaviors. Mobile gaming is at the forefront of this expansion, particularly in the Southeast Asian gaming market, where the proliferation of affordable smartphones and increased internet penetration have made gaming more accessible. As of 2023, smartphone adoption in the region reached approximately 78%, with projections suggesting it could rise to 90% by 2030, further bolstering the mobile gaming sector.
Investments in cloud gaming technologies are also on the rise. These technologies provide users with seamless experiences across devices without the need for high-end hardware. This trend is particularly beneficial in regions where gamers cannot access expensive consoles or PCs. The introduction of cloud-based services is expected to broaden the gaming options available to consumers.
There is an increasing focus on creating localized content that resonates with diverse cultural backgrounds across Asia. Game developers are tailoring their offerings to reflect regional preferences, which enhances player engagement and satisfaction. For instance, games with anime-inspired art styles are particularly popular in Japan, while historical mobile strategy games resonate well in China and South Korea. The integration of augmented reality (AR), virtual reality (VR), and artificial intelligence (AI) technologies is transforming the gaming experience. These innovations create immersive environments that captivate players and enhance gameplay dynamics, further driving interest in online gaming across the region.
Technological innovations also play a crucial role in the market's growth. The introduction of high-speed internet, including 5G networks, enhances user experience by reducing latency and improving download speeds, which is vital for mobile gaming applications. This technological shift allows developers to create more sophisticated games that can be played seamlessly across various devices. Furthermore, cloud gaming and virtual reality advancements open new avenues for immersive gaming experiences, attracting a broader audience. The youth demographic in Asia-Pacific significantly influences market trends, as younger consumers exhibit a strong affinity for mobile and social gaming. This demographic shift increases demand for games and shapes the types of games that gain popularity. Social interaction through gaming platforms fosters community engagement, making gaming a lifestyle choice rather than just entertainment.
eSports is gaining traction as a significant growth driver within the gaming industry. The intersection of mobile gaming and eSports has led to increased viewership and participation in competitive gaming events, which attract substantial sponsorship and investment from various sectors. For instance, tournaments for popular games like Garena Free Fire have drawn millions of viewers, highlighting the potential for monetization through advertising and sponsorships.
Investments in cloud gaming technologies are also on the rise, providing users with seamless experiences across devices without the need for high-end hardware. This trend is particularly beneficial in regions where gamers may not have access to expensive consoles or PCs12. The introduction of cloud-based services is expected to broaden the scope of gaming options available to consumers. There is an increasing focus on creating localized content that resonates with diverse cultural backgrounds across Asia. Game developers are tailoring their offerings to reflect regional preferences, which enhances player engagement and satisfaction4. For instance, games with anime-inspired art styles are particularly popular in Japan, while historical mobile strategy games resonate well in China and South Korea. The integration of augmented reality (AR), virtual reality (VR), and artificial intelligence (AI) technologies is transforming the gaming experience. These innovations create immersive environments that captivate players and enhance gameplay dynamics, further driving interest in online gaming across the region.
Furthermore, regulatory hurdles present another layer of complexity for the gaming industry in Asia. Varied regulations across different countries can create confusion for developers and publishers looking to enter new markets. Issues such as age restrictions, content censorship, and taxation can limit the types of games that can be offered or increase operational costs, making it challenging for companies to navigate the regulatory landscape effectively.
Asia Pacific Gaming Market Report Segmentation
This report forecasts revenue growth at the regional and country levels and provides an analysis of the latest industry trends and opportunities in each of the sub-segments from 2018 to 2030. For the purpose of this study, Grand View Research has segmented the Asia Pacific gaming market report based on device, type, and country:
• Device Outlook (Revenue, USD Billion, 2018 - 2030)
• Mobile
• Console
• Computer
• Type Outlook (Revenue, USD Billion, 2018 - 2030)
• Offline
• Online
• Regional Outlook (Revenue, USD Billion, 2018 - 2030)
• Asia Pacific
o China
o Japan
o India
o Australia & New Zealand
o South Korea
Table of Contents
Chapter 1. Methodology and Scope
1.1. Market Segmentation & Scope
1.2. Market Definition
1.3. Information Procurement
1.3.1. Purchased Database
1.3.2. GVR’s Internal Database
1.3.3. Secondary Sources & Third-Party Perspectives
1.3.4. Primary Research
1.4. Information Analysis
1.4.1. Data Analysis Models
1.5. Market Formulation & Data Visualization
1.6. Data Validation & Publishing
Chapter 2. Executive Summary
2.1. Market Outlook
2.2. Device Outlook
2.3. Packaging Outlook
2.4. Competitive Landscape Outlook
Chapter 3. Asia Pacific Gaming Market Variables, Trends & Scope
3.1. Market Lineage Outlook
3.2. Penetration & Growth Prospect Mapping
3.3. Industry Value Chain Analysis
3.3.1. Raw Material Outlooks
3.3.2. Manufacturing and Technology Trends
3.3.3. Sales/ Dairy Alternative Channel Analysis
3.3.4. Profit Margin Analysis
3.4. Market Dynamics
3.4.1. Market Driver Analysis
3.4.2. Market Restraint Analysis
3.4.3. Market Opportunities
3.4.4. Market Challenges
3.5. Industry Analysis - Porter’s Five Forces Analysis
3.6. Market Entry Strategies
Chapter 4. Asia Pacific Gaming Market: Device Estimates & Trend Analysis
4.1. Asia Pacific Gaming Market, by Device: Key Takeaways
4.2. Device Movement Analysis & Market Share, 2023 & 2030
4.3. Market Estimates & Forecasts, by Device, 2018 - 2030 (USD Billion)
4.3.1. Mobile
4.3.1.1. Market estimates and forecast, 2018 - 2030 (USD Billion)
4.3.2. Console
4.3.2.1. Market estimates and forecast, 2018 - 2030 (USD Billion)
4.3.3. Computer
4.3.3.1. Market estimates and forecast, 2018 - 2030 (USD Billion)
Chapter 5. Asia Pacific Gaming Market: Type Estimates & Trend Analysis
5.1. Asia Pacific Gaming Market, by Type: Key Takeaways
5.2. Type Movement Analysis & Market Share, 2023 & 2030
5.3. Market Estimates & Forecasts, by Type, 2018 - 2030 (USD Billion)
5.3.1. Offline
5.3.1.1. Market estimates and forecast, 2018 - 2030 (USD Billion)
5.3.2. Online
5.3.2.1. Market estimates and forecast, 2018 - 2030 (USD Billion)
Chapter 6. Asia Pacific Gaming Market: Regional Estimates & Trend Analysis
6.1. Asia Pacific Gaming Market: Regional Outlook
6.2. Regional Movement Analysis & Market Share, 2023 & 2030
6.3. Market Estimates & Forecasts, by Region & Country, 2018 - 2030 (USD Billion)
6.3.1. Asia Pacific
6.3.1.1. Market estimates and forecast, 2018 - 2030 (USD Billion)
6.3.1.2. China
6.3.1.2.1. Key country dynamics
6.3.1.2.2. Market estimates and forecast, 2018 - 2030 (USD Billion)
6.3.1.3. Japan
6.3.1.3.1. Key country dynamics
6.3.1.3.2. Market estimates and forecast, 2018 - 2030 (USD Billion)
6.3.1.4. India
6.3.1.4.1. Key country dynamics
6.3.1.4.2. Market estimates and forecast, 2018 - 2030 (USD Billion)
6.3.1.5. Australia & New Zealand
6.3.1.5.1. Key country dynamics
6.3.1.5.2. Market estimates and forecast, 2018 - 2030 (USD Billion)
6.3.1.6. South Korea
6.3.1.6.1. Key country dynamics
6.3.1.6.2. Market estimates and forecast, 2018 - 2030 (USD Billion)
Chapter 7. Competitive Analysis
7.1. Recent Developments & Impact Analysis, by Key Market Participants
7.2. Company Categorization
7.3. Participant’s Overview
7.4. Financial Performance
7.5. Device Benchmarking
7.6. Company Market Share Analysis, 2023 (%)
7.7. Company Heat Map Analysis
7.8. Strategy Mapping
7.9. Company Profiles
7.9.1. Tencent Holdings Ltd
7.9.2. NetEase
7.9.3. Bandai Namco Entertainment
7.9.4. Sony Corporation
7.9.5. Nintendo Co. Ltd
7.9.6. Nexon
7.9.7. NCSoft
7.9.8. Netmarble Corporation
7.9.9. Asiasoft Corporation Public Company Limited
7.9.10. IGG Inc.
7.9.11. Com2uS Corporation
7.9.12. Krafton
7.9.13. Pearl Abyss
7.9.14. Garena SEA Group
7.9.15. Kingsoft Corporation Ltd
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