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Asia-Pacific Gaming Market Outlook, 2030

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    Report

  • 98 Pages
  • June 2025
  • Region: Asia Pacific
  • Bonafide Research
  • ID: 6103118
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The Asia Pacific gaming market has emerged as a global powerhouse, driven by its massive population, high mobile penetration, and a tech-savvy youth demographic that continuously fuels demand for advanced gaming solutions. The most noticeable changes have been the demand for mobile and cloud-based gaming platforms, with consumers expecting seamless, on-the-go entertainment without sacrificing quality. This shift has catalyzed innovation in gaming hardware and software, where developers are now optimizing high-performance games for smartphones, including titles once exclusive to consoles and PCs. The evolution of product design in the Asia Pacific gaming market has been remarkable.

Initially characterized by arcade-style games and basic interfaces, the market has now embraced immersive 3D environments, hyper-realistic graphics, and AI-driven narratives. Game design has evolved to reflect cultural preferences, with developers tailoring storylines, character appearances, and in-game economics to resonate with local audiences. Game developers are tailoring their offerings to reflect a regional preference, which enhances player engagement and satisfaction. For instance, games with anime-inspired art styles are particularly popular in Japan, while historical mobile strategy games resonate well in China and South Korea.

Furthermore, virtual reality (VR) and augmented reality (AR) technologies have begun reshaping the user experience, providing deeper levels of interaction and realism. Countries like South Korea and Japan are at the forefront of these advancements, with VR arcades and eSports arenas gaining widespread popularity. The widespread penetration of smartphones, coupled with affordable internet access, especially in emerging economies such as India, Indonesia, and Vietnam, has made mobile gaming the dominant segment.

According to the research report "Asia Pacific Gaming Market Outlook, 2030," the Asia Pacific Gaming market was valued at more than USD 122.58 Billion in 2024. The traditional one-time purchase model has largely been replaced by freemium models, in-game purchases, and subscription services. This is especially evident in mobile games, where developers monetize through ad-supported gameplay or offer cosmetic upgrades and exclusive content via microtransactions. Moreover, blockchain and NFT-based gaming are gaining traction, particularly in markets like the Philippines and Vietnam, where "play-to-earn" models have created new economic opportunities for gamers.

These innovations are not only shaping how games are played but also how players interact with in-game assets and digital ownership. However, the expansion of the gaming industry in Asia Pacific has also led to increased scrutiny from policymakers and regulatory bodies. Governments have begun implementing policies to mitigate negative social impacts such as gaming addiction and excessive screen time, especially among minors. China, for example, has introduced strict regulations limiting the hours that minors can play online games and has increased oversight of game content and approval processes. Similarly, South Korea had a “shutdown law” for years that restricted online gaming access for children during late-night hours.

While these policies aim to protect users, they have also pushed developers to innovate responsibly and explore alternative engagement methods. The strong cultural affinity for gaming, particularly in countries like Japan and South Korea, where gaming is deeply integrated into entertainment and lifestyle. The rise of eSports has also become a defining characteristic of the Asia Pacific market, with professional gaming tournaments filling stadiums, drawing massive online audiences, and gaining recognition from mainstream media and sponsors.

Market Drivers

  • Massive and Growing Mobile-First Gamer Base: Asia Pacific is home to the largest gaming population in the world, driven primarily by mobile gaming. Countries like China, India, Indonesia, South Korea, and the Philippines have seen exponential growth in mobile gamers due to widespread smartphone penetration and affordable data plans. The rise of mid-range smartphones with powerful GPUs has enabled users to play graphically rich games like PUBG Mobile, Genshin Impact, and Mobile Legends without expensive hardware. The mobile-first nature of the region, coupled with freemium models and localized content, continues to fuel revenue and engagement across urban and rural demographics.
  • Government Support and Strategic Investments in Esports: Several Asia Pacific nations are actively promoting the gaming and esports industries as economic growth drivers. Countries such as South Korea and China treat esports as official sports, offering funding, infrastructure, and policy support. Japan recently lifted legal restrictions on esports prize money, encouraging its development. Moreover, international events like the Asian Games have officially included esports, lending legitimacy to competitive gaming and encouraging institutional investment. This support has led to a boom in esports arenas, training academies, and talent development programs across the region.

Market Challenges

  • Regulatory Uncertainty and Government Intervention: Regulatory volatility, especially in major markets like China and India, poses significant challenges. China’s strict controls on gaming content, licensing freezes, and limits on minors’ playtime have impacted global giants like Tencent and NetEase. Similarly, India has intermittently banned popular titles and apps over data privacy and geopolitical concerns. These disruptions not only affect user engagement but also create market unpredictability, forcing companies to constantly adapt their business strategies to shifting regulations, compliance burdens, and approval bottlenecks.
  • Infrastructure and Payment Limitations in Emerging Markets: While gaming is booming across Asia Pacific, infrastructure disparities remain a hurdle in developing countries. In rural or low-income regions, inconsistent internet connectivity, low-end devices, and lack of gaming infrastructure restrict access to high-performance gaming. Additionally, limited penetration of digital payment systems in some Southeast Asian nations makes it harder for users to make in-app purchases or subscribe to premium content. These limitations hinder the monetization potential in high-growth but underdeveloped markets, even when user numbers are high.

Market Trends

  • Localization and Culturally Tailored Content: Game developers in Asia Pacific are increasingly localizing content to cater to regional tastes, languages, and traditions. Games are being designed or modified to reflect local myths, folklore, festivals, and social values. For instance, Southeast Asian markets see high demand for games that incorporate native languages and culturally relevant themes. This strategy enhances user engagement, improves retention, and makes games feel more relatable. Local events, skins, and characters timed around national holidays are also helping international studios build brand loyalty in culturally diverse markets.
  • Integration of Blockchain and Play-to-Earn (P2E) Gaming Models: The rise of blockchain gaming and play-to-earn models has seen significant traction in Asia Pacific, especially in markets like the Philippines, Vietnam, and Thailand. Titles like Axie Infinity have gained popularity by allowing users to earn crypto tokens through gameplay, attracting gamers from low-income regions. Despite regulatory concerns, the P2E trend highlights a shift in gamer motivation - from entertainment to income generation. This movement is fostering new digital economies and reshaping how games are designed, monetized, and distributed in the region.
The moderate growth of PC gaming in the Asia Pacific region is primarily driven by the increasing affordability and customization options of gaming PCs combined with the growing popularity of esports and online multiplayer games among tech-savvy youth.

PC gaming in the Asia Pacific region is witnessing moderate growth due to a balanced convergence of economic, technological, and cultural factors that position it as a strong but niche competitor amid the rapidly expanding mobile and console segments. One of the key drivers behind this growth is the increasing affordability and accessibility of high-performance gaming hardware. With more local and regional manufacturers offering customizable and cost-effective PCs, gamers particularly in countries like India, Vietnam, Thailand, and Indonesia can now build or purchase gaming rigs that meet their performance needs without exceeding their budgets.

This is particularly appealing to tech-savvy users who prefer control over their gaming experience in terms of graphics, peripherals, and upgrades. Additionally, the rising popularity of esports in Asia Pacific, especially in countries like South Korea, China, and the Philippines, has maintained strong demand for PC gaming setups due to their superior processing power, precision controls, and compatibility with competitive titles like League of Legends, Dota 2, Valorant, and CS:GO. Esports arenas and gaming cafes continue to thrive in urban centers, acting as both social hubs and access points for those who may not afford personal setups, thus sustaining interest in PC gaming.

Moreover, the cultural shift toward streaming and content creation has created new motivations for investing in PCs, as many gamers use their systems not only for playing but also for broadcasting gameplay or editing content. Despite these positives, the platform faces challenges such as the rise of affordable smartphones with console-quality graphics and cloud gaming services, which often offer a more convenient and lower-cost alternative.

Additionally, logistical hurdles like import taxes and limited local supply chains in certain parts of Southeast Asia can make PC components expensive or difficult to access. Nonetheless, in more developed nations such as Japan, South Korea, and Singapore, where broadband infrastructure and disposable income are higher, PC gaming remains a preferred platform for serious gamers.

The Action/Adventure genre leads in the Asia Pacific gaming industry due to its immersive storytelling, dynamic gameplay, and cultural appeal that resonate strongly with the region's diverse and youth-driven gamer base.

The dominance of the Action/Adventure genre in the Asia Pacific gaming industry stems from its unique ability to blend captivating narratives with fast-paced, interactive gameplay, creating a deeply engaging experience that appeals to the region’s rapidly growing and youthful gaming population. This genre offers a perfect mix of exploration, combat, puzzle-solving, and character development elements that align well with the preferences of players in countries like Japan, South Korea, China, and increasingly in Southeast Asia.

Games such as Genshin Impact (developed by Chinese company miHoYo), Ghost of Tsushima, Sekiro: Shadows Die Twice, and The Legend of Zelda have not only achieved commercial success but have also become cultural phenomena in the region. These games often draw from rich folklore, historical narratives, or fantasy worlds, which resonate with local traditions and storytelling formats, enhancing their appeal to regional audiences. Moreover, the genre’s ability to deliver immersive single-player experiences with cinematic quality is increasingly valued, especially in contrast to more casual or competitive genres like puzzle or battle royale.

Another contributing factor is the strong influence of anime, manga, and martial arts culture throughout Asia Pacific, which heavily inspire many Action/Adventure games in art style, character design, and combat mechanics. This visual and thematic familiarity helps drive emotional connection and loyalty among players. Additionally, the genre benefits from high replayability and a sense of progression that keeps gamers invested for longer durations, making it an ideal choice for both console and PC platforms, which are moderately growing in the region.

Game developers and publishers are also prioritizing this genre with localized content, voice-overs, and culturally relevant themes to tap into regional markets more effectively. The rise of gaming influencers and streamers who often showcase long-form gameplay and story-driven titles further boosts the visibility and popularity of Action/Adventure games.

The Free-to-Play (F2P) with In-App Purchases (IAP) model is the fastest-growing revenue model in the Asia Pacific gaming industry because it effectively balances accessibility and monetization, appealing to the region’s price-sensitive yet highly engaged mobile-first gaming population.

The explosive growth of the Free-to-Play (F2P) with In-App Purchases (IAP) revenue model in the Asia Pacific gaming industry is primarily fueled by the region’s massive base of mobile users, many of whom are price-conscious yet highly active gamers seeking engaging content without upfront costs. In economies ranging from developing markets like India, Indonesia, and the Philippines to more developed nations like South Korea, Japan, and China, this model capitalizes on a digital ecosystem where smartphones are the primary gaming devices. The accessibility of F2P games removes the entry barrier for millions of users who may not be willing or able to pay for full game downloads or expensive hardware, thus creating a vast user base.

Once engaged, these players often choose to personalize or enhance their gameplay through optional in-app purchases, such as skins, characters, power-ups, or battle passes, enabling developers to monetize ongoing engagement rather than just initial downloads. Popular titles like PUBG Mobile, Genshin Impact, Honor of Kings, and Mobile Legends are prime examples of how this model thrives - offering compelling, often competitive experiences for free, but generating significant revenue through microtransactions. Cultural factors also play a significant role, as many gamers in Asia Pacific are accustomed to social and competitive gaming environments where status and customization are important.

These motivations align well with in-app purchases that offer cosmetic or performance-based enhancements. Furthermore, the model is supported by increasingly sophisticated analytics and targeted marketing strategies by developers and publishers, who continuously optimize user engagement and spending behavior. Local payment gateways and digital wallets have also evolved to support microtransaction-friendly economies, making it easier for users to make small but frequent purchases.

The less than 18 age group is the fastest-growing segment in the Asia Pacific gaming industry due to widespread smartphone accessibility, digital socialization trends, and youth-oriented content that aligns with their entertainment habits and lifestyle.

The rapid rise of the under-18 age group in the Asia Pacific gaming industry is a result of a unique convergence of technological accessibility, cultural shifts, and targeted content strategies that make gaming an integral part of daily life for young users. In a region that is home to the world’s largest youth population, especially in countries like India, Indonesia, Vietnam, and the Philippines, the proliferation of low-cost smartphones and affordable mobile internet has dramatically lowered the entry barriers to gaming. Many children and teenagers now have access to personal or shared devices from a very young age, with gaming apps often becoming one of their first digital experiences.

Mobile games are particularly appealing to this demographic because they are free-to-play, easy to download, and often feature colorful, fast-paced, and socially engaging content tailored to younger audiences. Popular titles such as Free Fire, Roblox, Clash Royale, and Subway Surfers have become cultural staples among school-age users, blending entertainment with interactive and sometimes educational elements. The rise of online multiplayer games that incorporate social features like chat, emotes, and team play has also turned gaming into a preferred medium for digital socialization, especially for those too young to access more adult-focused social media platforms.

Additionally, the influence of gaming influencers and streamers on platforms like YouTube, TikTok, and local apps has amplified the visibility of gaming among young users, often shaping their preferences and encouraging participation. Game developers, recognizing this opportunity, have increasingly focused on creating age-appropriate content and gamified learning experiences to attract and retain this group. In-school digital literacy programs and the integration of game-based learning tools have further normalized gaming in daily routines.

Despite regulatory concerns in some countries such as China’s strict playtime limits for minors the overall regional trend still leans toward growth, thanks to lenient or evolving regulatory environments in most other markets. Parental attitudes are also shifting, with more guardians viewing gaming as a legitimate form of entertainment or even a potential career path in esports or content creation.

The male gender dominates the Asia Pacific gaming industry primarily due to long-standing cultural norms, early exposure to gaming, and the prevalence of competitive and action-heavy genres that traditionally appeal more to male preferences.

The predominance of the male gender in the Asia Pacific gaming industry is deeply rooted in cultural dynamics, historical access patterns, and content alignment that have collectively made gaming more popular and accessible to males across the region. Historically, gaming in many parts of Asia Pacific especially in countries like China, Japan, South Korea, and India was first introduced as a male-centric hobby, often marketed through action-packed and competitive titles that catered more to male interests. Arcades, internet cafes, and early consoles predominantly attracted boys and young men, creating a cultural association between gaming and masculinity.

This early exposure fostered a strong male gaming base that has matured over time, expanding into various genres and platforms. Action, shooter, sports, and strategy games genres that dominate the market and are particularly prevalent in esports are often perceived to be more appealing to male gamers due to their fast-paced, competitive, and skill-driven nature. Titles like PUBG Mobile, Call of Duty: Mobile, Dota 2, and League of Legends have massive followings in the region and feature gameplay dynamics that generally align with male gamer preferences.

Moreover, male gamers in Asia Pacific are more likely to invest in high-performance gaming hardware or participate in the esports and streaming ecosystems, which further increases their visibility and influence in the industry. These factors also make them more attractive to developers and advertisers, who often design and market games around male-centric themes, reinforcing the demographic imbalance. The societal perception of gaming as a competitive pursuit or even a career path especially in esports-dominant countries like South Korea and China also contributes to higher male participation, as boys are more often encouraged or permitted to dedicate significant time to gaming.

While the gender gap is gradually narrowing with the rise of mobile gaming and casual genres that attract more female players, males still represent the largest share of the gaming population due to decades of entrenched patterns. Additionally, online communities, clans, and tournaments are more populated and led by males, which can sometimes unintentionally create exclusive or unwelcoming environments for female gamers, further reinforcing male dominance.

China is the largest in the Asia Pacific gaming industry due to its massive population, widespread smartphone usage, strong domestic game development ecosystem, and government-backed technological infrastructure.

China dominates the Asia Pacific gaming industry primarily because of its unparalleled scale, both in terms of population and digital engagement. With over a billion citizens, a substantial portion of who are digitally connected, China boasts the world’s largest gaming user base, giving it a massive advantage in terms of market size and revenue generation. The proliferation of affordable smartphones, high-speed mobile internet through 4G and 5G, and the popularity of mobile-first lifestyles have driven explosive growth in mobile gaming a segment where China leads globally.

Games like Honor of Kings, PUBG Mobile (localized as Game for Peace), and Genshin Impact have become cultural phenomena, attracting hundreds of millions of players and generating billions in revenue. Moreover, China's domestic game development industry is both vast and innovative, with companies like Tencent, NetEase, and miHoYo not only dominating the local market but also expanding aggressively overseas. These tech giants have invested heavily in research and development, artificial intelligence, cloud gaming, and immersive technologies, further cementing China’s influence.

Government-backed infrastructure improvements have enabled high connectivity across both urban and rural areas, allowing deeper penetration of gaming even in less-developed regions. Despite occasional regulatory crackdowns, such as restrictions on youth gaming hours or content censorship, the government also recognizes the economic and cultural value of gaming, providing support through high-tech industrial parks, digital economy policies, and funding for gaming-related innovation. Culturally, gaming in China is deeply embedded in everyday life and social interaction, with integrated platforms like WeChat and QQ allowing seamless social gaming, microtransactions, and community building.

Considered in this report

  • Historic Year: 2019
  • Base year: 2024
  • Estimated year: 2025
  • Forecast year: 2030

Aspects covered in this report

  • Gaming Market with its value and forecast along with its segments
  • Various drivers and challenges
  • On-going trends and developments
  • Top profiled companies
  • Strategic recommendation

By Platform

  • Mobile Gaming (Smartphones & Tablets)
  • PC Gaming
  • Console Gaming
  • Cloud Gaming / Game Streaming

By Revenue Model

  • Free-to-Play (F2P) with In-App Purchases (IAP)
  • Pay-to-Play (Full Game Purchase)
  • Ad-Supported Gaming
  • Others

By Age Group

  • Less than 18
  • 19-35
  • 36 and above

By Gender

  • Male
  • Female

The approach of the report:

This report consists of a combined approach of primary as well as secondary research. Initially, secondary research was used to get an understanding of the market and listing out the companies that are present in the market. The secondary research consists of third-party sources such as press releases, annual report of companies, analyzing the government generated reports and databases.

After gathering the data from secondary sources primary research was conducted by making telephonic interviews with the leading players about how the market is functioning and then conducted trade calls with dealers and distributors of the market. Post this we have started doing primary calls to consumers by equally segmenting consumers in regional aspects, tier aspects, age group, and gender. Once we have primary data with us we have started verifying the details obtained from secondary sources.

Intended audience

This report can be useful to industry consultants, manufacturers, suppliers, associations & organizations related to this industry, government bodies and other stakeholders to align their market-centric strategies. In addition to marketing & presentations, it will also increase competitive knowledge about the industry.

Table of Contents

1. Executive Summary
2. Market Dynamics
2.1. Market Drivers & Opportunities
2.2. Market Restraints & Challenges
2.3. Market Trends
2.4. Supply chain Analysis
2.5. Policy & Regulatory Framework
2.6. Industry Experts Views
3. Research Methodology
3.1. Secondary Research
3.2. Primary Data Collection
3.3. Market Formation & Validation
3.4. Report Writing, Quality Check & Delivery
4. Market Structure
4.1. Market Considerate
4.2. Assumptions
4.3. Limitations
4.4. Abbreviations
4.5. Sources
4.6. Definitions
5. Economic /Demographic Snapshot
6. Asia-Pacific Gaming Market Outlook
6.1. Market Size By Value
6.2. Market Share By Country
6.3. Market Size and Forecast, By Platform
6.4. Market Size and Forecast, By Genre
6.5. Market Size and Forecast, By Revenue Model
6.6. Market Size and Forecast, By Age Group
6.7. Market Size and Forecast, By Gender
6.8. China Gaming Market Outlook
6.8.1. Market Size by Value
6.8.2. Market Size and Forecast By Platform
6.8.3. Market Size and Forecast By Revenue Model
6.8.4. Market Size and Forecast By Age Group
6.8.5. Market Size and Forecast By Gender
6.9. Japan Gaming Market Outlook
6.9.1. Market Size by Value
6.9.2. Market Size and Forecast By Platform
6.9.3. Market Size and Forecast By Revenue Model
6.9.4. Market Size and Forecast By Age Group
6.9.5. Market Size and Forecast By Gender
6.10. India Gaming Market Outlook
6.10.1. Market Size by Value
6.10.2. Market Size and Forecast By Platform
6.10.3. Market Size and Forecast By Revenue Model
6.10.4. Market Size and Forecast By Age Group
6.10.5. Market Size and Forecast By Gender
6.11. Australia Gaming Market Outlook
6.11.1. Market Size by Value
6.11.2. Market Size and Forecast By Platform
6.11.3. Market Size and Forecast By Revenue Model
6.11.4. Market Size and Forecast By Age Group
6.11.5. Market Size and Forecast By Gender
6.12. South Korea Gaming Market Outlook
6.12.1. Market Size by Value
6.12.2. Market Size and Forecast By Platform
6.12.3. Market Size and Forecast By Revenue Model
6.12.4. Market Size and Forecast By Age Group
6.12.5. Market Size and Forecast By Gender
7. Competitive Landscape
7.1. Competitive Dashboard
7.2. Business Strategies Adopted by Key Players
7.3. Key Players Market Positioning Matrix
7.4. Porter's Five Forces
7.5. Company Profile
7.5.1. Microsoft Corporation
7.5.1.1. Company Snapshot
7.5.1.2. Company Overview
7.5.1.3. Financial Highlights
7.5.1.4. Geographic Insights
7.5.1.5. Business Segment & Performance
7.5.1.6. Product Portfolio
7.5.1.7. Key Executives
7.5.1.8. Strategic Moves & Developments
7.5.2. Nvidia Corporation
7.5.3. Tencent Holdings Ltd.
7.5.4. Ubisoft Entertainment SA
7.5.5. Take-Two Interactive Software, Inc.
7.5.6. Krafton, Inc.
7.5.7. Sony Group Corporation
7.5.8. Nintendo Co., Ltd.
7.5.9. Bandai Namco Holdings Inc.
7.5.10. NetEase, Inc.
7.5.11. Sega Sammy Holdings Inc.
7.5.12. The Walt Disney Company
8. Strategic Recommendations
9. Annexure
9.1. FAQ`s
9.2. Notes
9.3. Related Reports
10. Disclaimer
List of Figures
Figure 1: Global Gaming Market Size (USD Billion) By Region, 2024 & 2030
Figure 2: Market attractiveness Index, By Region 2030
Figure 3: Market attractiveness Index, By Segment 2030
Figure 4: Asia-Pacific Gaming Market Size By Value (2019, 2024 & 2030F) (in USD Million)
Figure 5: Asia-Pacific Gaming Market Share By Country (2024)
Figure 6: China Gaming Market Size By Value (2019, 2024 & 2030F) (in USD Million)
Figure 7: Japan Gaming Market Size By Value (2019, 2024 & 2030F) (in USD Million)
Figure 8: India Gaming Market Size By Value (2019, 2024 & 2030F) (in USD Million)
Figure 9: Australia Gaming Market Size By Value (2019, 2024 & 2030F) (in USD Million)
Figure 10: South Korea Gaming Market Size By Value (2019, 2024 & 2030F) (in USD Million)
Figure 11: Porter's Five Forces of Global Gaming Market
List pf Tables
Table 1: Global Gaming Market Snapshot, By Segmentation (2024 & 2030) (in USD Billion)
Table 2: Influencing Factors for Gaming Market, 2024
Table 3: Top 10 Counties Economic Snapshot 2022
Table 4: Economic Snapshot of Other Prominent Countries 2022
Table 5: Average Exchange Rates for Converting Foreign Currencies into U.S. Dollars
Table 6: Asia-Pacific Gaming Market Size and Forecast, By Platform (2019 to 2030F) (In USD Million)
Table 7: Asia-Pacific Gaming Market Size and Forecast, By Genre (2019 to 2030F) (In USD Million)
Table 8: Asia-Pacific Gaming Market Size and Forecast, By Revenue Model (2019 to 2030F) (In USD Million)
Table 9: Asia-Pacific Gaming Market Size and Forecast, By Age Group (2019 to 2030F) (In USD Million)
Table 10: Asia-Pacific Gaming Market Size and Forecast, By Gender (2019 to 2030F) (In USD Million)
Table 11: China Gaming Market Size and Forecast By Platform (2019 to 2030F) (In USD Million)
Table 12: China Gaming Market Size and Forecast By Revenue Model (2019 to 2030F) (In USD Million)
Table 13: China Gaming Market Size and Forecast By Age Group (2019 to 2030F) (In USD Million)
Table 14: China Gaming Market Size and Forecast By Gender (2019 to 2030F) (In USD Million)
Table 15: Japan Gaming Market Size and Forecast By Platform (2019 to 2030F) (In USD Million)
Table 16: Japan Gaming Market Size and Forecast By Revenue Model (2019 to 2030F) (In USD Million)
Table 17: Japan Gaming Market Size and Forecast By Age Group (2019 to 2030F) (In USD Million)
Table 18: Japan Gaming Market Size and Forecast By Gender (2019 to 2030F) (In USD Million)
Table 19: India Gaming Market Size and Forecast By Platform (2019 to 2030F) (In USD Million)
Table 20: India Gaming Market Size and Forecast By Revenue Model (2019 to 2030F) (In USD Million)
Table 21: India Gaming Market Size and Forecast By Age Group (2019 to 2030F) (In USD Million)
Table 22: India Gaming Market Size and Forecast By Gender (2019 to 2030F) (In USD Million)
Table 23: Australia Gaming Market Size and Forecast By Platform (2019 to 2030F) (In USD Million)
Table 24: Australia Gaming Market Size and Forecast By Revenue Model (2019 to 2030F) (In USD Million)
Table 25: Australia Gaming Market Size and Forecast By Age Group (2019 to 2030F) (In USD Million)
Table 26: Australia Gaming Market Size and Forecast By Gender (2019 to 2030F) (In USD Million)
Table 27: South Korea Gaming Market Size and Forecast By Platform (2019 to 2030F) (In USD Million)
Table 28: South Korea Gaming Market Size and Forecast By Revenue Model (2019 to 2030F) (In USD Million)
Table 29: South Korea Gaming Market Size and Forecast By Age Group (2019 to 2030F) (In USD Million)
Table 30: South Korea Gaming Market Size and Forecast By Gender (2019 to 2030F) (In USD Million)
Table 31: Competitive Dashboard of top 5 players, 2024

Companies Mentioned (Partial List)

A selection of companies mentioned in this report includes, but is not limited to:

  • Microsoft Corporation
  • Nvidia Corporation
  • Tencent Holdings Ltd.
  • Ubisoft Entertainment SA
  • Take-Two Interactive Software, Inc.
  • Krafton, Inc.
  • Sony Group Corporation
  • Nintendo Co., Ltd.
  • Bandai Namco Holdings Inc.
  • NetEase, Inc.
  • Sega Sammy Holdings Inc.
  • The Walt Disney Company