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 鈥淎sia Pacific Digital Gaming 麻豆原创 2020-2026 by Device (Mobile, PC, Console), Platform, Audience, Business Mode, Distribution Channel, and Country: Trend Forecast and Growth Opportunity鈥 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:
鈥 麻豆原创 Structure
鈥 Growth Drivers
鈥 Restraints and Challenges
鈥 Emerging Product Trends & 麻豆原创 Opportunities
鈥 Porter鈥檚 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
鈥 Smartphones
鈥 Tablets
鈥 Other Mobile Devices
PC Based Gaming
鈥 Boxed and Downloaded PC Games
鈥 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.
鈥 Offline Gaming
鈥 Cloud Gaming
鈥 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.
鈥 Social Gamers
鈥 Serious Gamers
鈥 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.
鈥 Paymium
鈥 Freemium
鈥 Subscription
鈥 Advertising
鈥 Player to Player
鈥 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.
鈥 Retail Channels
鈥 Online Channels
Geographically, the following national/local markets are fully investigated:
鈥 Japan
鈥 China
鈥 South Korea
鈥 Australia
鈥 India
鈥 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鈥檚 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.)
1 Introduction 7
1.1 Industry Definition and Research Scope 7
1.1.1 Industry Definition 7
1.1.2 Research Scope 8
1.2 Research Methodology 11
1.2.1 Overview of 麻豆原创 Research Methodology 11
1.2.2 麻豆原创 Assumption 12
1.2.3 Secondary Data 12
1.2.4 Primary Data 12
1.2.5 Data Filtration and Model Design 14
1.2.6 麻豆原创 Size/Share Estimation 15
1.2.7 Research Limitations 16
1.3 Executive Summary 17
2 麻豆原创 Overview and Dynamics 20
2.1 麻豆原创 Size and Forecast 20
2.1.1 Impact of COVID-19 on the 麻豆原创 21
2.2 Major Growth Drivers 23
2.3 麻豆原创 Restraints and Challenges 26
2.4 Emerging Opportunities and 麻豆原创 Trends 29
2.5 Porter鈥檚 Fiver Forces Analysis 33
3 Segmentation of Asia Pacific 麻豆原创 by Device 37
3.1 麻豆原创 Overview by Device 37
3.2 Mobile Devices Based Gaming 39
3.2.1 Smartphones 41
3.2.2 Tablets 42
3.2.3 Other Mobile Devices 43
3.3 PC Based Gaming 44
3.3.1 Boxed and Downloaded PC Games 45
3.3.2 Browser PC Games 46
3.4 Console Units Based Gaming 47
3.5 Other Devices Based Gaming 48
4 Segmentation of Asia Pacific 麻豆原创 by Platform 49
4.1 麻豆原创 Overview by Platform 49
4.2 Offline Gaming 51
4.3 Cloud Gaming 52
4.4 Online Gaming 53
5 Segmentation of Asia Pacific 麻豆原创 by Audience 54
5.1 麻豆原创 Overview by Audience 54
5.2 Social Gamers 56
5.3 Serious Gamers 57
5.4 Core Gamers 58
6 Segmentation of Asia Pacific 麻豆原创 by Business Mode 59
6.1 麻豆原创 Overview by Business Mode 59
6.2 Paymium 62
6.3 Freemium 63
6.4 Subscription 64
6.5 Advertising 65
6.6 Player to Player 66
6.7 Microtransaction 67
7 Segmentation of Asia Pacific 麻豆原创 by Distribution Channel 68
7.1 麻豆原创 Overview by Distribution Channel 68
7.2 Retail Channels 70
7.3 Online Channels 71
8 Asia-Pacific 麻豆原创 2019-2026 by Country 72
8.1 Overview of Asia-Pacific 麻豆原创 72
8.2 China 75
8.3 Japan 77
8.4 India 80
8.5 Australia 82
8.6 South Korea 84
8.7 Rest of APAC Region 86
9 Competitive Landscape 88
9.1 Overview of Key Vendors 88
9.2 New Product Launch, Partnership, Investment, and M&A 91
9.3 Company Profiles 92
APAR GAMES 92
Apple Inc 94
Electronic Arts Inc 95
Facebook Inc 96
Google Inc 97
International Business Machines Corp 98
Kabam 99
King Digital Entertainment Plc 100
Microsoft Corporation 101
NetEase Inc 102
Nintendo Co., Ltd. 103
NVidia Corporation 104
Rockstar Games Inc 105
Rolocule 106
Samsung Electronics Co Ltd 107
Sega Games Co. Ltd 108
Sony Corporation 109
Supercell Oy 110
Tapinator, Inc 111
Tencent Holdings Ltd 112
Ubisoft Inc 113
Visa Inc 114
Zatun 115
Zynga Inc. 116
10 Investing in Asia Pacific 麻豆原创: Risk Assessment and Management 117
10.1 Risk Evaluation of Asia Pacific 麻豆原创 117
10.2 Critical Success Factors (CSFs) 120
Related Reports and Products 123
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.
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*If Applicable.