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Electronic Games Market in Asia Pacific 2021

January 2022 | 15 pages | ID: EB8671AC8EA2EN
StrategyHelix Inc

US$ 1,550.00

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Electronic game, also called computer game or video game, is any game where players interact with objects displayed on a screen for the sake of entertainment. Electronic game can be played on a computing device, such as a personal computer, gaming console or mobile phone. According to StrategyHelix, the electronic games market in Asia Pacific is expected to increase by US$ 45,770 million during 2021-2027, expanding at a CAGR of 7.9% during the forecast period. Awareness of the cognitive and intellectual benefits of video games, steady increase in the number of gamers, influence of technology in promoting video games, development of augmented reality (AR) and virtual reality (VR), continuously rising personnel disposable income levels are expected to boost the market growth in the coming years.

The report provides up-to-date market size data for period 2017-2020 and forecast to 2027 covering key market aspects like sales value for electronic games. The Asia Pacific electronic games market is segmented on the basis of product, genre, platform, and country. Based on product, the electronic games market in Asia Pacific is categorized into games hardware, games software. The games hardware segment captured the largest share of the market in 2020. On the basis of genre, the electronic games market in Asia Pacific has been segmented into action, sports, role-playing games, adventure, others. By platform, the electronic games market in Asia Pacific has been segmented into mobile, console, PC. Geographically, the electronic games market in Asia Pacific is segmented into Australia, China, India, Japan, Philippines, Singapore, South Korea, Taiwan, Thailand.

The Asia Pacific electronic games market is highly competitive. The prominent players operating in the Asia Pacific electronic games market include Activision Blizzard Inc., BANDAI NAMCO Holdings Inc., COLOPL Inc., Konami Holdings Corporation, miHoYo Co. Ltd., NetEase Inc., Nintendo Co. Ltd., Perfect World Co. Ltd., Square Enix Holdings Co. Ltd., Tencent Holdings Ltd.

Report Scope
Product: games hardware, games software
Genre: action, sports, role-playing games, adventure, others
Platform: mobile, console, PC
Country: Australia, China, India, Japan, Philippines, Singapore, South Korea, Taiwan, Thailand
Years considered: this report covers the period 2017 to 2027

Key Benefits for Stakeholders
Get a comprehensive picture of the Asia Pacific electronic games market
Identify regional strategies and strategic priorities on the basis of local data
Pinpoint growth sectors and trends for investment
PART 1. INTRODUCTION

Scope of the study
Study period
Geographical scope
Research methodology

PART 2. ELECTRONIC GAMES MARKET OVERVIEW

PART 3. MARKET BREAKDOWN BY PRODUCT

Games hardware
Games software

PART 4. MARKET BREAKDOWN BY GENRE

Action
Sports
Role-playing games
Adventure
Others

PART 5. MARKET BREAKDOWN BY PLATFORM

Mobile
Console
PC

PART 6. MARKET BREAKDOWN BY COUNTRY

Australia
China
India
Japan
Philippines
Singapore
South Korea
Taiwan
Thailand

PART 7. KEY COMPANIES

Activision Blizzard, Inc.
BANDAI NAMCO Holdings Inc.
COLOPL Inc.
Konami Holdings Corporation
miHoYo Co., Ltd.
NetEase, Inc.
Nintendo Co., Ltd.
Perfect World Co., Ltd.
Square Enix Holdings Co., Ltd.
Tencent Holdings Ltd.
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