Games Software in Asia-Pacific
- August 2016
- 36 pages
Games Software in Asia-Pacific industry profile provides top-line qualitative and quantitative summary information including: market size (value 2011-15, and forecast to 2020). The profile also contains descriptions of the leading players including key financial metrics and analysis of competitive pressures within the market.
Save time carrying out entry-level research by identifying the size, growth, and leading players in the games software market in Asia-Pacific
Use the Five Forces analysis to determine the competitive intensity and therefore attractiveness of the games software market in Asia-Pacific
Leading company profiles reveal details of key games software market players’ global operations and financial performance
Add weight to presentations and pitches by understanding the future growth prospects of the Asia-Pacific games software market with five year forecasts
Essential resource for top-line data and analysis covering the Asia-Pacific games software market. Includes market size data, textual and graphical analysis of market growth trends, leading companies and macroeconomic information.
Reasons To Buy
What was the size of the Asia-Pacific games software market by value in 2015?
What will be the size of the Asia-Pacific games software market in 2020?
What factors are affecting the strength of competition in the Asia-Pacific games software market?
How has the market performed over the last five years?
How large is Asia-Pacific’s games software market in relation to its regional counterparts?
The games software market includes retail sales of games for domestic games consoles, handheld games consoles, mobile phones and other wireless devices; and games for PC and Mac desktop computers. Online games are excluded (e.g. Second Life). Console hardware sales are excluded. The market is valued at retail selling price (RSP) with any currency conversions calculated using constant 2015 annual average exchange rates.
The Asia-Pacific games software market had total revenues of $11.0bn in 2015, representing a compound annual growth rate (CAGR) of 10.1% between 2011 and 2015.
Music, video, book, stationery and entertainment software specialists accounted for the largest proportion of sales in the Asia-Pacific games software market in 2015. Sales through this channel generated $5.5bn, equivalent to 49.9% of the market's overall value.
The two biggest markets in this country are South Korea and Japan. China's relatively small size is down to a ban on consoles since the early 2000s. This has tentatively been lifted, although Chinese gaming culture has evolved to counter this with PC and mobile gaming becoming the mainstay.