Online gaming in APAC to top $30b by 2018

Enterprise Innovation editors
16 Jan 2015
00:00

The online gaming revenue in the Asia Pacific excluding Japan (APEJ) is expected reach $30.39 billion in 2018 at a CAGR of 18.53%, according to IDC.

This growth comes despite a slowdown in Southeast Asian markets in 2013 as service providers prepared to include mobile games into their business strategies and game portfolios.

Online gaming revenue in APEJ was $12.96 billion in 2013 with growth of 14.27% over $11.34 billion in 2012. IDC said that the number of online gaming users will rise to 335.88 million in 2018, from 240.74 million in 2013.

There is also a corresponding rise in the number of paying online gamers, from 102.81 million in 2013 to nearly 150 million in 2018.

“Online gaming in the APEJ region is not only a fast growing segment but it is also poised to take advantage of the wave of consumer smartphone adoption to access the mobile internet across the region,” says Shiv Putcha, associate research director for consumer mobility at IDC Asia Pacific.

Putcha said that the first major driver comes down to strong regional growth. China has been and will continue to be the dominant force in online gaming but other markets, like Korea and Taiwan, are also seeing strong growth. The top three markets — China, Korea, and Taiwan — make up 95.56% of online gaming revenue in APEJ.

On the other hand, emerging markets, like India and Indonesia, have nascent online gaming markets but have made great strides in the last year, he observes.

"The higher penetration of internet, broadband, PC, and mobile device and completely free-to-play (F2P) game offerings increased the popularity of mobile games,” said Putcha.

“eSports and competitive games such as MOBA games continue to attract online PC gamers,” added Putcha. “The popularity of competitive games, such as eSports and mobile battle arena games, continue to attract online PC gamers in Asia Pacific."

Putcha notes that the online gaming market has completely transitioned from a subscription fee–based business model into a freemium model

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