Logo
Asia Pacific Digital Gaming Market 2020-2026 by Device (Mobile, PC, Console), Platform, Audience, Business Mode, Distribution Channel, and Country: Trend Forecast and Growth Opportunity

Asia Pacific Digital Gaming Market 2020-2026 by Device (Mobile, PC, Console), Platform, Audience, Business Mode, Distribution Channel, and Country: Trend Forecast and Growth Opportunity

Bonafide Trust 28-07-2020 123 Pages Figures : 51 Tables : 33
Region : Asia-Pacific Category : IT & Telecommunications IT Products & Services

Asia Pacific digital gaming market will grow by 10.4% annually with a total addressable market cap of $708.3 billion over 2020-2026. Highlighted with 33 tables and 51 figures, this 123-page report “Asia Pacific Digital Gaming Market 2020-2026 by Device (Mobile, PC, Console), Platform, Audience, Business Mode, Distribution Channel, and Country: Trend Forecast and Growth Opportunity” is based on a holistic research of the entire Asia Pacific digital gaming market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report is based on studies on 2015-2019 and provides forecast from 2020 till 2026 with 2019 as the base year. (Please note: The report will be updated before delivery so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.) In-depth qualitative analyses include identification and investigation of the following aspects: • Market Structure • Growth Drivers • Restraints and Challenges • Emerging Product Trends & Market Opportunities • Porter’s Fiver Forces The trend and outlook of Asia Pacific market is forecast in optimistic, balanced, and conservative view by taking into account of COVID-19. The balanced (most likely) projection is used to quantify Asia Pacific digital gaming market in every aspect of the classification from perspectives of Device, Platform, Audience, Business Mode, Distribution Channel, and Country. Based on Device, the Asia Pacific market is segmented into the following sub-markets with annual revenue for 2019-2026 included in each section. Mobile Devices Based Gaming • Smartphones • Tablets • Other Mobile Devices PC Based Gaming • Boxed and Downloaded PC Games • Browser PC Games Console Units Based Gaming Other Devices Based Gaming Based on Platform, the Asia Pacific market is segmented into the following sub-markets with annual revenue for 2019-2026 included in each section. • Offline Gaming • Cloud Gaming • Online Gaming Based on Audience, the Asia Pacific market is segmented into the following sub-markets with annual revenue for 2019-2026 included in each section. • Social Gamers • Serious Gamers • Core Gamers Based on Business Mode, the Asia Pacific market is segmented into the following sub-markets with annual revenue for 2019-2026 included in each section. • Paymium • Freemium • Subscription • Advertising • Player to Player • Microtransaction Based on Distribution Channel, the Asia Pacific market is segmented into the following sub-markets with annual revenue for 2019-2026 included in each section. • Retail Channels • Online Channels Geographically, the following national/local markets are fully investigated: • Japan • China • South Korea • Australia • India • Rest of APAC (further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, and Sri Lanka) For each aforementioned country, detailed analysis and data for annual revenue are available for 2019-2026. The breakdown of key national markets by Device, Platform, and Business Model over the forecast years is also included. The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players. Specifically, potential risks associated with investing in Asia Pacific digital gaming market are assayed quantitatively and qualitatively through GMD’s Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions. Key Players (this may not be a complete list and extra companies can be added upon request): APAR GAMES Apple Inc Electronic Arts Inc Facebook Inc Google Inc International Business Machines Corp Kabam King Digital Entertainment Plc Microsoft Corporation NetEase Inc Nintendo Co., Ltd. NVidia Corporation Rockstar Games Inc Rolocule Samsung Electronics Co Ltd Sega Games Co. Ltd Sony Corporation Supercell Oy Tapinator, Inc Tencent Holdings Ltd Ubisoft Inc Visa Inc Zatun Zynga Inc. (Please note: The report will be updated before delivery so that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)

Read More

Card image cap

Interested in this report?
Get your FREE sample!

Requirement Gathering & Methodology
Data Collection Techniques
Our Research Team & Data Sourcing
Data Science & Analytical Tools
Data Visualization & Presentation Skills
Project/ Report Delivery & After Sales Services