Southeast Asia Gaming Market Introduction and Overview
According to SPER Market Research, the Southeast Asia Gaming Market is estimated to reach USD 15.21 billion by 2033 with a CAGR 0.47%.
The report includes an in-depth analysis of the Southeast Asia Gaming Market, including market size and trends, product mix, distribution channels, and supplier analysis. The act of playing video games on consoles, PCs, mobile devices, or other platforms is referred to as gaming. It has become a cultural phenomenon that attracts millions of people from different backgrounds. Action, adventure, role-playing, strategy, and simulation are just a few of the many genres that make up gaming, appealing to a wide range of tastes and interests. It frequently has complex gameplay mechanics, compelling stories, and competitive aspects that encourage player unity and a sense of accomplishment. Technology has advanced to the point that virtual reality, augmented reality, and cloud gaming are all part of gaming, providing more realistic and participatory experiences.
- Microsoft has stated that PC Game Pass will be available in Thailand, Malaysia, Indonesia, the Philippines, and Vietnam starting in March 2022. Gamers may register for the PC Game Pass preview, which gives them access to over 100 top-notch titles, including Bethesda titles, Xbox Game Studios titles that are released on day one, and an EA Play membership that costs just $5 per month.
- September 2022: Ragnarok Tactics II, a wholly-owned subsidiary, was successfully released in Thailand, according to GRAVITY Co. Ltd., a publisher and developer of online and mobile games. In the tactical role-playing game Ragnarok Tactics II, players advance their characters' levels by collecting monsters. Players engage in combat with both their characters and the game's beasts.
Market Opportunities and Challenges
Opportunities: The current development of 5G technology has contributed to an increase in the expenditures made on wireless network infrastructure. Consequently, gamers may enjoy a far more fluid cloud gaming experience because to 5G's reduced latency. Operators in Southeast Asia, for example, have announced collaborations totaling USD 30 billion (30,000 million) in 5G investment. A USD 6 billion (6,000 million) deal for their telecom operations was inked by Ooredoo and CK Hutchinson, the two main Indonesian providers, the year prior. The gaming sector in the area is also being helped by the increasing popularity of e-sports. Video game competitions are called e-sports. During the forecast period, advertising is anticipated to produce greater revenue due to increased viewership on online platforms like Twitch and YouTube.
Challenges: The gaming industry in Southeast Asia is growing quickly, but it also faces certain specific challenges. It is difficult for developers to design games that appeal to a wide audience because of the region's diverse cultures and languages, which is one major problem. Though necessary, localization projects can be expensive and time-consuming, particularly in light of the various regulatory frameworks that exist in different nations. In addition, several games' requirement for a flawless online gaming experience is hampered by infrastructural constraints, such as patchy internet access in some locations.
Market Competitive Landscape
Due to the abundance of both big and small players, the gaming market in Southeast Asia is extremely competitive. It looks that there is a modest level of market concentration. To keep ahead of the competition and broaden their reach, the top firms are using methods such as product and service innovation, mergers, and acquisitions. Some of the market key players are Asiasoft Corporation Public Company Limited, Bandai Namco Entertainment Asia Pte. Ltd., Com2uS Group, IGG, Netmarble Corp.
Scope of the Report:
Report Metric | Details |
Market size available for years | 2020-2033 |
Base year considered | 2023 |
Forecast period | 2024-2033 |
Segments covered | By Platform
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Regions covered | Germany, Indonesia, Malaysia, Singapore, Thailand, Rest of Southeast Asia
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Companies Covered | Asiasoft Corporation Public Company Limited, Bandai Namco Entertainment Asia Pte. Ltd., Com2uS Group, IGG, Netmarble Corp., Nintendo, Sea Limited, Sherman Chin, Sony Corporation, Tencent Holdings Ltd.
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COVID-19 Impact on Southeast Asia Gaming Market
"The COVID-19 epidemic had a major effect on Southeast Asia's gaming industry, resulting in a spike in demand and notable changes in consumer behavior. There was a noticeable rise in the use of gaming as a main source of amusement while lockdowns and social distancing tactics kept people indoors. Due in large part to their accessibility and capacity to promote social contact from a distance, online and mobile gaming in particular flourished. Concurrently, supply chain interruptions presented difficulties for more conventional game genres, such as console gaming. In addition, the suspension of live athletic events boosted the region's thriving esports scene by increasing online competitions and streaming viewership.
Key Target Audience:
- Core Gamers
- Casual Gamers
- Esports Enthusiasts
- Parents and Families
- Mobile Gamers
- PC Gamers
- Console Gamers
Our in-depth analysis of the Southeast Asia Gaming Market includes the following segments:
By Platform:
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PC
Console
Mobile
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Key Topics Covered in the Report:
- Southeast Asia Gaming Market Size (FY’2024-FY’2033)
- Overview of Southeast Asia Gaming Market
- Segmentation of Southeast Asia Gaming Market By Platform (PC, Console, Mobile)
- Expansion Analysis of Southeast Asia Gaming Market
- Problems and Obstacles in Southeast Asia Gaming Market
- Competitive Landscape in the Southeast Asia Gaming Market
- Impact of COVID-19 and Demonetization on Southeast Asia Gaming Market
- Details on Current Investment in Southeast Asia Gaming Market
- Competitive Analysis of Southeast Asia Gaming Market
- Prominent Players in the Southeast Asia Gaming Market
- SWOT Analysis of Southeast Asia Gaming Market
- Southeast Asia Gaming Market Future Outlook and Projections (FY’2024-FY’2033)
- Recommendations from Analyst
1. Introduction
1.1. Scope of the report
1.2. Market segment analysis
2. Research Methodology
2.1. Research data source
2.1.1. Secondary Data
2.1.2. Primary Data
2.1.3. SPER’s internal database
2.1.4. Premium insight from KOL’s
2.2. Market size estimation
2.2.1. Top-down and Bottom-up approach
2.3. Data triangulation
3. Executive Summary
4. Market Dynamics
4.1. Driver, Restraint, Opportunity and Challenges analysis
4.1.1. Drivers
4.1.2. Restraints
4.1.3. Opportunities
4.1.4. Challenges
4.2. COVID-19 Impacts of the Southeast Asia Gaming Market
5. Market variable and outlook
5.1. SWOT Analysis
5.1.1. Strengths
5.1.2. Weaknesses
5.1.3. Opportunities
5.1.4. Threats
5.2. PESTEL Analysis
5.2.1. Political Landscape
5.2.2. Economic Landscape
5.2.3. Social Landscape
5.2.4. Technological Landscape
5.2.5. Environmental Landscape
5.2.6. Legal Landscape
5.3. PORTER’s Five Forces
5.3.1. Bargaining power of suppliers
5.3.2. Bargaining power of buyers
5.3.3. Threat of Substitute
5.3.4. Threat of new entrant
5.3.5. Competitive rivalry
5.4. Heat Map Analysis
6. Competitive Landscape
6.1. Southeast Asia Gaming Market Manufacturing Base Distribution, Sales Area, Product Type
6.2. Mergers & Acquisitions, Partnerships, Product Launch, and Collaboration in Southeast Asia Gaming Market
7. Southeast Asia Gaming Market, By Platform (USD Million) 2020-2033
7.1. Southeast Asia Gaming Market Size, Share and Forecast, By Platform, 2020-2026
7.2. Southeast Asia Gaming Market Size, Share and Forecast, By Platform, 2027-2033
7.3. PC
7.4. Console
7.5. Mobile
8. Southeast Asia Gaming Market Forecast, 2020-2033 (USD Million)
8.1. Southeast Asia Gaming Market Size and Market Share
9. Southeast Asia Gaming Market, By Region, 2020-2033 (USD Million)
9.1. Southeast Asia Gaming Market Size and Market Share By Region (2020-2026)
9.2. Southeast Asia Gaming Market Size and Market Share By Region (2027-2033)
9.3. Germany
9.4. Indonesia
9.5. Malaysia
9.6. Singapore
9.7. Thailand
9.8. Rest of Southeast Asia
10. Company Profile
10.1. Asiasoft Corporation Public Company Limited
10.1.1. Company details
10.1.2. Financial outlook
10.1.3. Product summary
10.1.4. Recent developments
10.2. Bandai Namco Entertainment Asia Pte. Ltd.
10.2.1. Company details
10.2.2. Financial outlook
10.2.3. Product summary
10.2.4. Recent developments
10.3. Com2uS Group
10.3.1. Company details
10.3.2. Financial outlook
10.3.3. Product summary
10.3.4. Recent developments
10.4. IGG
10.4.1. Company details
10.4.2. Financial outlook
10.4.3. Product summary
10.4.4. Recent developments
10.5. Netmarble Corp.
10.5.1. Company details
10.5.2. Financial outlook
10.5.3. Product summary
10.5.4. Recent developments
10.6. Nintendo
10.6.1. Company details
10.6.2. Financial outlook
10.6.3. Product summary
10.6.4. Recent developments
10.7. Sea Limited
10.7.1. Company details
10.7.2. Financial outlook
10.7.3. Product summary
10.7.4. Recent developments
10.8. Sherman Chin
10.8.1. Company details
10.8.2. Financial outlook
10.8.3. Product summary
10.8.4. Recent developments
10.9. Sony Corporation
10.9.1. Company details
10.9.2. Financial outlook
10.9.3. Product summary
10.9.4. Recent developments
10.10. Tencent Holdings Ltd
10.10.1. Company details
10.10.2. Financial outlook
10.10.3. Product summary
10.10.4. Recent developments
10.11. Others
11. Conclusion
12. Reference Links
13. List of Abbreviations