+353-1-416-8900REST OF WORLD
+44-20-3973-8888REST OF WORLD
1-917-300-0470EAST COAST U.S
1-800-526-8630U.S. (TOLL FREE)

LAMEA Video Game Market Size, Share & Industry Trends Analysis Report By Type, By Device, By Country and Growth Forecast, 2022 - 2028

  • PDF Icon

    Report

  • 79 Pages
  • May 2022
  • Region: Africa, Middle East
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5615607
The Asia Pacific Video Game Market is expected to witness market growth of 12.1% CAGR during the forecast period (2022-2028).

Since the video games are expensive to produce, they need to generate more cash from their intellectual property. T-shirts, miniatures, caps, cups, and other items are already on the market. In addition to an impending television series and a long-rumored movie, the Halo series on Microsoft's Xbox has branched out into novels and comic books.

As people grow nostalgic and see reboots and remakes of beloved movies and shows from previous decades, the same is happening with video games. As well as being extremely popular among older gamers who have firsthand experience with the games, vintage video games from the early days of the industry are in high demand and have become extremely popular with younger gamers.

Many companies have capitalized on this nostalgia by releasing new versions of their systems. Nintendo (NTDOF) has capitalized on this passion for retro video games more than any other firm by developing the Nintendo Old Micro and Nintendo Switch, two devices that allow users to play classic Nintendo games. For companies that were involved at the start of the industry, this has become a reliable revenue source.

The big prize pool created by esports event organizers provides profitable chances for both gamers and organizers. Furthermore, the rising popularity of smartphones and increasing internet penetration in developing countries such as India and China is expected to assist the regional esports market's growth during the projection period.

Furthermore, many businesses are interested in the esports industry and are investing extensively in it, boosting the regional esports market's growth. Furthermore, there is a strong need for sophisticated gaming innovations in this region, which is expected to encourage market participants to create improved gaming technologies to meet client demand. This is expected to help the regional esports market expand in the future years.

A lot of multinational gaming titles have launched in Asia from Hong Kong. Due to the local community of huge gamers who are mobile-savvy and big spenders, Hong Kong is a regional business hub where video gaming and esports companies can sell their products, organize tournaments, build partnerships, raise funds, and manage finances for overseas expansion.

Hong Kong has a big and growing video game industry, with sales expected to reach $1.1 billion by 2024. The popularity of console, PC, and increasingly mobile games is growing (Pwc Global Entertainment & Media Outlook 2020-2024). Hong Kong is an open port that allows unlimited access to foreign-made devices and games. Unlike mainland China, Hong Kong does not require licensing or government approval for game publishing, sales, or distribution.

The China market dominated the Asia Pacific Video Game Market by Country in 2021, and is expected to continue to be a dominant market till 2028; thereby, achieving a market value of $57,342.3 million by 2028. The Japan market is anticipated to grow at a CAGR of 11.4% during (2022 - 2028). Additionally, The India market is expected to showcase a CAGR of 12.8% during (2022 - 2028).

Based on Type, the market is segmented into Offline and Online. Based on Device, the market is segmented into Mobile, Console, and Computer. Based on countries, the market is segmented into China, Japan, India, South Korea, Singapore, Malaysia, and Rest of Asia Pacific.

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Electronic Arts, Inc., Nintendo Co., Ltd., Rovio Entertainment Corporation, Microsoft Corporation, Lucid Games Ltd., Tencent Holdings Ltd., Activision Blizzard, Inc., Sony Corporation, Apple, Inc., and The Walt Disney Company.

Scope of the Study


Market Segments Covered in the Report:


By Type

  • Offline
  • Online

By Device

  • Mobile
  • Console
  • Computer

By Country

  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific

Key Market Players


List of Companies Profiled in the Report:

  • Electronic Arts, Inc.
  • Nintendo Co., Ltd.
  • Rovio Entertainment Corporation
  • Microsoft Corporation
  • Lucid Games Ltd.
  • Tencent Holdings Ltd.
  • Activision Blizzard, Inc.
  • Sony Corporation
  • Apple, Inc.
  • The Walt Disney Company

Unique Offerings from KBV Research

  • Exhaustive coverage
  • The highest number of Market tables and figures
  • Subscription-based model available
  • Guaranteed best price
  • Assured post sales research support with 10% customization free

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 LAMEA Video Game Market, by Type
1.4.2 LAMEA Video Game Market, by Device
1.4.3 LAMEA Video Game Market, by Country
1.5 Methodology for the research
Chapter 2. Market Overview
2.1 Introduction
2.1.1 Overview
2.1.1.1 Market Composition and Scenario
2.2 Key Factors Impacting the Market
2.2.1 Market Drivers
2.2.2 Market Restraints
Chapter 3. Competition Analysis - Global
3.1 KBV Cardinal Matrix
3.2 Recent Industry Wide Strategic Developments
3.2.1 Partnerships, Collaborations and Agreements
3.2.2 Product Launches and Product Expansions
3.2.3 Acquisition and Mergers
3.3 Top Winning Strategies
3.3.1 Key Leading Strategies: Percentage Distribution (2018-2022)
3.3.2 Key Strategic Move: (Partnerships, Collaborations and Agreements: 2018, Nov - 2022, Jan) Leading Players
Chapter 4. LAMEA Video Game Market by Type
4.1 LAMEA Offline Market by Country
4.2 LAMEA Online Market by Country
Chapter 5. LAMEA Video Game Market by Device
5.1 LAMEA Mobile Market by Country
5.2 LAMEA Console Market by Country
5.3 LAMEA Computer Market by Country
Chapter 6. LAMEA Video Game Market by Country
6.1 Brazil Video Game Market
6.1.1 Brazil Video Game Market by Type
6.1.2 Brazil Video Game Market by Device
6.2 Argentina Video Game Market
6.2.1 Argentina Video Game Market by Type
6.2.2 Argentina Video Game Market by Device
6.3 UAE Video Game Market
6.3.1 UAE Video Game Market by Type
6.3.2 UAE Video Game Market by Device
6.4 Saudi Arabia Video Game Market
6.4.1 Saudi Arabia Video Game Market by Type
6.4.2 Saudi Arabia Video Game Market by Device
6.5 South Africa Video Game Market
6.5.1 South Africa Video Game Market by Type
6.5.2 South Africa Video Game Market by Device
6.6 Nigeria Video Game Market
6.6.1 Nigeria Video Game Market by Type
6.6.2 Nigeria Video Game Market by Device
6.7 Rest of LAMEA Video Game Market
6.7.1 Rest of LAMEA Video Game Market by Type
6.7.2 Rest of LAMEA Video Game Market by Device
Chapter 7. Company Profiles
7.1 Electronic Arts, Inc.
7.1.1 Company Overview
7.1.2 Financial Analysis
7.1.3 Research & Development Expenses
7.1.4 Recent strategies and developments:
7.1.4.1 Partnerships, Collaborations, and Agreements:
7.1.4.2 Acquisition and Mergers:
7.2 Nintendo Co., Ltd.
7.2.1 Company Overview
7.2.2 Financial Analysis
7.2.3 Segmental and Regional Analysis
7.2.4 Research & Development Expenses
7.2.5 Recent strategies and developments:
7.2.5.1 Product Launches and Product Expansions:
7.3 Rovio Entertainment Corporation
7.3.1 Company Overview
7.3.2 Financial Analysis
7.3.3 Segmental and Regional Analysis
7.3.4 Recent strategies and developments:
7.3.4.1 Acquisition and Mergers:
7.4 Microsoft Corporation
7.4.1 Company Overview
7.4.2 Financial Analysis
7.4.3 Segmental and Regional Analysis
7.4.4 Research & Development Expenses
7.4.5 Recent strategies and developments:
7.4.5.1 Partnerships, Collaborations, and Agreements:
7.5 Lucid Games Ltd.
7.5.1 Company Overview
7.6 Tencent Holdings Ltd.
7.6.1 Company Overview
7.6.2 Financial Analysis
7.6.3 Segmental and Regional Analysis
7.6.4 Research & Development Expenses
7.6.5 Recent strategies and developments:
7.6.5.1 Acquisition and Mergers:
7.7 Activision Blizzard, Inc.
7.7.1 Company Overview
7.7.2 Financial Analysis
7.7.3 Segmental and Regional Analysis
7.8 Sony Corporation (Sony Interactive Entertainment LLC)
7.8.1 Company Overview
7.8.2 Financial Analysis
7.8.3 Segmental and Regional Analysis
7.8.4 Research and Development Expense
7.9 Apple, Inc.
7.9.1 Company Overview
7.9.2 Financial Analysis
7.9.3 Regional Analysis
7.9.4 Research & Development Expense
7.9.5 Recent strategies and developments:
7.9.5.1 Product Launches and Product Expansions:
7.10. The Walt Disney Company (Hulu LLC)
7.10.1 Company Overview
7.10.2 Financial Analysis
7.10.3 Segment and Regional Analysis
7.10.4 Recent strategies and developments:
7.10.4.1 Partnerships, Collaborations, and Agreements:
7.10.4.2 Product Launches and Product Expansions:

Companies Mentioned

  • Electronic Arts, Inc.
  • Nintendo Co., Ltd.
  • Rovio Entertainment Corporation
  • Microsoft Corporation
  • Lucid Games Ltd.
  • Tencent Holdings Ltd.
  • Activision Blizzard, Inc.
  • Sony Corporation
  • Apple, Inc.
  • The Walt Disney Company

Methodology

Loading
LOADING...