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DIGITAL

&

TRENDSGamingmarketinAsiaCHAPTER

01OverviewRevenueofthevideogamingmarketworldwidefrom2017to2026,bycategory(inbillionU.S.dollars)Valueoftheglobalvideogamemarket2017-2026,bycategorySocial/casual(mobile)gamingPCgamesConsolegames350300250200150100500201720182019202020212022*2023*2024*2025*2026*3Description:In2021,socialandcasualgaminggeneratedmorerevenuethanPCandconsolegamingcombined.Themobile-heavysegmentsawapproximately148billionU.S.dollarsinannualglobalrevenues,whilePCgaminggenerated33.7billionU.S.dollarsinannualsales.Digitalrevenueisdominatingthegamingsegment,asphysicalgamingsalesaredecliningforavarietyofreasons.ReadmoreNote(s):Worldwide;2017to2021;*ForecastTraditionalgamingcomprisesrevenuesassociatedwithplayinggamesonPCsandgamesconsoles(bothTV-connectedandportable).Thisincludesphysical(disc-based)gamesalesatretail(both[...]

ReadmoreSource(s):Omdia;PwCNumberofvideogameusersworldwidefrom2017to2027(inbillions)Numberofvideogamersworldwide2017-20273.53.02.52.01.51.00.50.0201720182019202020212022202320242025202620274Description:Theglobalnumberofusersinthe'VideoGames'segmentofthedigitalmediamarketwasforecasttocontinuouslyincreasebetween2023and2027byintotal0.4billionusers(+14.81percent).Afterthefifthconsecutiveincreasingyear,theindicatorisestimatedtoreach3.1billionusersandthereforeanewpeakin2027.ReadmoreNote(s):Worldwide;2017to2027;allvaluesareestimatesSource(s):Advertising&MediaInsightsRevenueofvideogamesinAsiafrom2019to2027,bysegment(inmillionU.S.dollars)RevenueofvideogamesinAsia2019-2027,bysegmentVideoGamesMobileGamesOnlineGamesDownloadGamesGamingNetworks450,000400,000350,000300,0001,645.968,474.6117,184.361,546.988,048.411,450.316,344.927,624.9915,533.621,354.147,203.6714,728.73127,468.291,238.686,734.9122,408.813,777.42116,515.051,113.516,290.86250,000200,000150,000100,00050,0000109,526.551,047.2212,773.46,250.9312,494.1282,130.0898,321.47897.385,806.4486,112.5311,219.8567,784.54703.445,175.819,334.79237,145.272027222,929.07202650,601.87210,609.082025193,772.42024172,168.342023153,161.742022143,586.152021114,758.48202083,591.6120195Description:Overthelasttwoobservations,therevenueisforecasttosignificantlyincreaseinallsegments.Thetrendobservedfrom2019to2027remainsconsistentthroughouttheentireforecastperiod.Thereisacontinuousincreaseintheindicatoracrossallsegments.Notably,theVideoGamessegmentachievesthehighestvalueof237.1billionU.S.dollarsat2027.ReadmoreNote(s):Asia;2019to2027Source(s):DigitalMarketInsightsAveragerevenueofthevideogamesmarketinAsiaperuserfrom2019to2027,bysegment(inU.S.dollars)PeruserrevenueofvideogamesinAsia2019-2027,bysegmentVideoGamesMobileGamesGamingNetworksOnlineGamesDownloadGames16014012010080134.2193.26129.3192.57125.3191.19118.4188.89110.8786.97104.8594.3576.9984.5581.3171.8569.8964.46604029.2929.6619.8611.7229.920.5312.2330.1421.1912.7530.3921.8813.2527.9117.7428.7418.4210.7526.8217.225.4517.2719.142010.4511.2110.2610.2602019202020212022202320242025202620276Description:Theaveragerevenueperuserisforecasttoexperiencesignificantgrowthinallsegmentsin2027.EspeciallynotableistheremarkablyrobustgrowthobservedintheVideoGamessegmentasweapproachtheendoftheforecastperiod.Thisvalue,reaching4.9U.S.dollars,standsoutsignificantlycomparedtotheaveragechanges,whichareestimatedat1.42U.S.dollars.ReadmoreNote(s):Asia;2019to2027Source(s):DigitalMarketInsightsPenetrationrateofvideogamesinAsiafrom2019to2027,bysegmentVideogamepenetrationrateinAsia2019-2027,bysegmentVideoGamesMobileGamesOnlineGamesDownloadGames35.94%GamingNetworks36.66%40%35%30%25%20%15%10%5%38.06%29.44%37.37%28.66%34.16%34.34%32.54%22.69%31.93%27.87%27.28%27.06%25%23.94%21.34%17.91%12.33%16.92%13.78%16.29%13.5%16.51%13.6%16.72%13.68%15.81%13.43%15.92%13.29%15.44%13.03%14.76%12.81%11.51%1%1.06%20251.11%20261.17%20270.63%20190.76%20200.84%20210.86%20220.94%20230%20247Description:Overthelasttwoobservations,thepenetrationrateisforecasttosignificantlyincreaseinallsegments.Aspartofthepositivetrend,theindicatorachievesthemaximumvalueacrossallfivedifferentsegmentsbytheendofthecomparisonperiod.Notably,thesegmentVideoGamesstandsoutwiththehighestvalueof38.06percent.ReadmoreNote(s):Asia;2019to2027Source(s):DigitalMarketInsightsCHAPTER

02MarketrevenueVideogamesmarketrevenueinEastAsiafrom2017to2026,bycountryorterritory(inbillionU.S.dollars)RevenueofvideogamesmarketinEastAsia2017-2026,bycountryChinaJapanSouthKoreaTaiwanHongKong14012010080604020020172018201920202021202220232024202520269Description:In2021,ChinahadthehighestrevenueinthevideogamesmarketinEastAsiawithavalueofapproximately48.82billionU.S.dollars.HongKonggeneratedtheleastrevenuewithavalueofapproximately0.12billionU.S.dollars.Accordingtoestimatesofthe

DigitalMarketOutlook,therevenueinallthepresentedareasisexpectedtoincreaseinthecomingyears.ReadmoreNote(s):China,Taiwan,HongKong,Japan,SouthKoreaSource(s):

DigitalMarketInsightsVideogamesmarketrevenueinSoutheastAsiafrom2018to2027,bycountry(inbillionU.S.dollars)RevenueofvideogamesmarketinSoutheastAsia2018-2027,bycountryPhilippinesThailandIndonesiaVietnamMalaysiaSingapore10.09.08.07.06.05.04.03.02.01.00.0201820192020202120222023202420252026202710Description:Overthelasttwoobservations,therevenueisforecasttosignificantlyincreaseinallregions.Fromtheselectedregions,therankingbyrevenueinthe'VideoGames'segmentofthedigitalmediamarketisforecasttobeleadbythePhilippineswith2.6billionU.S.dollars.Incontrast,therankingistrailedbySingaporewith0.48billionU.S.dollars,recordingadifferenceof2.12billionU.S.dollarstothePhilippines.ReadmoreNote(s):Indonesia,Malaysia,Philippines,Singapore,Vietnam,Thailand;2018to2027Source(s):DigitalMarketInsightsVideogamesmarketrevenueinSouthAsiafrom2018to2027,bycountry(inbillionU.S.dollars)RevenueofvideogamesmarketinSouthAsia2018-2027,bycountryIndiaBangladeshPakistan7.06.05.04.03.02.01.00.0201820192020202120222023202420252026202711Description:Therevenueisforecasttoexperiencesignificantgrowthinallregionsin2027.Fromtheselectedregions,therankingbyrevenueinthe'VideoGames'segmentofthedigitalmediamarketisforecasttobeleadbyIndiawith4.7billionU.S.dollars.Incontrast,therankingistrailedbyPakistanwith0.25billionU.S.dollars,recordingadifferenceof4.45billionU.S.dollarstoIndia.ReadmoreNote(s):Bangladesh,India,Pakistan;2018to2027Source(s):DigitalMarketInsightsCHAPTER

03UserbaseAmountofvideogamesusersinAsiafrom2019to2027,bysegment(inmillionusers)NumberofvideogameusersinAsia2019-2027,bysegmentVideoGamesMobileGamesOnlineGamesDownloadGamesGamingNetworks5,0004,5004,0003,5003,0002,5002,0001,5001,00050054.17639.5351.32631.3348.5623.2845.66614.7942.29601.0237.51598.3938.74585.0133.46566.14785.54771.2756.65741.5927.64719.71704.31693.3504.62652.35943.411,366.841,322.311,277.72540.51,232.171,130.541,066.751,018.52784.981,723.9620261,766.9520271,636.4820241,680.7620251,521.8920211,552.9420231,411.3120201,460.7420221,196.082019013Description:Overthelasttwoobservations,thenumberofusersisforecasttosignificantlyincreaseinallsegments.Aspartofthepositivetrend,theindicatorachievesthemaximumvalueacrossallfivedifferentsegmentsbytheendofthecomparisonperiod.Notably,thesegmentVideoGamesstandsoutwiththehighestvalueof1.8billionusers.ReadmoreNote(s):Asia;2019to2027Source(s):DigitalMarketInsightsDistributionofvideogamersincountriesandterritoriesintheAsia-Pacificregionin2021,byageUserdistributionofvideogamesintheAsiaPacificregion2021,byageShareofusers35-44years60%18-24years25-34years40%45-54years55-64years80%0%20%100%120%TaiwanSouthKoreaHongKongMalaysiaJapanChinaIndiaIndonesiaPhilippinesPakistan14Description:In2021,Pakistanhadthehighestshareofusersbelongingtotheagegroupsof18to24and25to34yearsinthevideogamesmarketintheAsiaPacificregionwithvaluesofapproximately44and43.1percentrespectively.

ReadmoreNote(s):APACSource(s):DigitalMarketInsightsDistributionofvideogamersincountriesandterritoriesintheAsia-Pacificregionin2021,bygenderUserdistributionofvideogamesintheAsiaPacificregion2021,bygenderShareofusersFemale

Male60%0%20%40%80%100%120%HongKongThailandJapanTaiwanChinaIndonesiaMalaysiaPhilippinesSingaporeIndiaSouthKoreaPakistan15Description:In2021,HongKonghadthehighestshareoffemaleusersinthevideogamesmarketintheAsiaPacificregionrepresentingapproximately48.7percentofvideogameusers.Theremaining51.3percentweremaleusers.AccordingtoestimatesoftheDigitalMarketOutlook,therewasahighershareofmalevideogamersinallthecountriespresented.ReadmoreNote(s):APACSource(s):DigitalMarketInsightsDistributionofvideogamersincountriesandterritoriesintheAsia-Pacificregionin2021,byincomeUserdistributionofvideogamesintheAsiaPacificregion2021,byincomeShareofusersMediumincome60%HighincomeLowincome0%20%40%80%100%120%TaiwanThailandIndonesiaIndiaPakistanSingaporeChinaSouthKoreaPhilippinesJapanHongKongMalaysia16Description:In2021,TaiwanhadthehighestshareofhighincomeusersinthevideogamesmarketintheAsiaPacificregionrepresentingapproximately40.9percentofvideogameusers.Theremaining59.1percentweremediumandlowincomeusers.AccordingtoestimatesoftheNote(s):APACSource(s):DigitalMarketOutlook,Malaysiahadthehighestshareoflowincomeearningvideogameuserswithavalueofapproximately59.6percent.ReadmoreDigitalMarketInsightsCHAPTER

04CompaniesAnnualgamingrevenueofTencentin2022,bysegment(inbillionyuan)AnnualgamingrevenueofTencent2022,bysegmentRevenueinbillionyuan020406080100120140160180TotalrevenuefromonlinegamesSmartphonegames*170.72160.5PCclientgames46.918Description:TheChineseentertainmenttycoonTencentreportedatotalrevenueof170.72billionyuanfromonlinegamesin2022.ItsonlinegamesHonourofKings,PUBGMobileandPeacekeeperElitewerethemaindrivingforcesforthesegment.

ReadmoreNote(s):China;2022;*TherevenuefromsmartphonegamesincludedtheamountattributabletoTencent'ssocialnetworksbusiness.Oneyuanequalsapproximately0.15U.S.dollarsand0.13euros(asofApril2023).

ReadmoreSource(s):TencentNetsalesofSony'sgameandnetworkservices(G&NS)fromfiscal2018to2022,bysegment(inbillionyen)Sonygameandnetworkservices:netsalesFY2018-2022,bysegmentHardware527.7Game

software

[TOTAL]Physical

software191.51FY2018*FY2019FY2020FY2021FY20221293.741126.771594.711553.381716.48371.91515.64589.461123.52116.47140.12128.92193.4419Description:Inthefiscalyear2022,SonyCorporationgeneratedapproximately1,716billionyenthroughgamesoftwaresales.Add-oncontentsuchasin-gamecurrency,in-gameitems,andexpansionpackagesaccountedforthebiggestshareofgamingsoftwaresales(862billionyen)fortheperiod.ReadmoreNote(s):Worldwide;FY18toFY22;SonyFYendsMarch31;*Noseparatesegmentforadd-oncontentinFY2018,add-oncontentwasincludedindigitalsoftwaresales.1HardwareisrevenuefromgameconsolessuchasPS4®andPS5®.2Physical[...]

ReadmoreSource(s):SonyRevenueofNintendoworldwidefromfiscalyear2016to2023,byregion(inmillionU.S.dollars)RevenueofNintendoworldwide2016-2023,byregionUnitedStatesEuropeJapanTheAmericas(excludingtheU.S.)Other18,00016,00014,00012,00010,0008,0006,0004,0002,00001,7209661,4538571,0717193,6131,0548169212,9656187966122,7882,7492,4154,0092,4643,5023,0242,9692,7681611,7182852,5361561442852942292671,1251,2861,2051,1291,1601,1555,68020211,5391,8475,23220224,51220204,45420234,19020193,55020181,72820151,7151,55420142016201720Description:InthefinancialyearendingMarch2023,Nintendogeneratedaround4.5billionU.S.dollarsinrevenueintheUnitedStates.Thisaccountedforoverathirdofitsannualrevenues,makingtheU.S.thelargestmarketforNintendo.Europefollowed,whereNintendogeneratednearlythreebillionU.S.dollarsinsalesrevenue.Overall,Nintendo`stotalrevenueforFY2023wasover12billionU.S.dollars,markingadecreaseofaroundtwomillionU.S.dollarscomparedtothepreviousyear.This[...]

ReadmoreNote(s):Worldwide;2016to2023;FYendsMarch31;*FigureswereoriginallyreportedinJapaneseYen,convertedtodollarsbasedonrateforMarch31,2016,1USD=112.42JPY.

ReadmoreSource(s):NintendoBandaiNamco'snetsalesbysegmentfromFY2015toFY2023(inmillionU.S.dollars)NetsalesofBandaiNamcobysegmentworldwide2015-2023NetworkEntertainment/ENT(Digital)RealEntertainment/AmusementToys&Hobby/ENT(ToysandHobby)IPProduction*VisualandMusicProduction/IPProduction(VisualandMusic)OtherIPCreation/IPProduction(Creation)EliminationandCorporate9,0008,0007,0006,0005,0004,0003,0002,0001,0000-1,00020152016201720182019Segment202020212022202321Description:ThisstatisticshowsthenetsalesoftheBandaiNamcoHoldingsworldwidefromFY2015toFY2023bysegment.Everyyear,thecompany'smostlucrativebusinessdivisionsareitsdigitalentertainmentsegment,whichincludesvideogames,anditstoysandhobbyentertainmentsegment.ReadmoreNote(s):Worldwide;2015to2023Source(s):BandaiNamcoNetincomegeneratedbyCapcominthefiscalyears2001to2022(inbillionyen)Capcomnetincome2001-20224030201036.7432.5524.9215.9512.5510.948.887.81

8.067.757.756.946.726.625.854.913.623.442.972.170-10-20-30-9.16-19.62001

2002

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2015

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2018

2019

2020

2021

202222Description:InthefiscalyearendingMarch2023,videogamepublisherandentertainmentcompanyCapcomreportedanetincomeamountedof36.74billionyen,upfrom32.55billionyenayearearlier.Capcomisthepublisherofthelong-runningMonsterHunterandResidentEvilgameseries.ReadmoreNote(s):Worldwide;April1,2002toMarch31,2023;netincomeattributabletoownersoftheparentSource(s):CapcomCHAPTER

05MobilegamingRevenueofthemobilegamesmarketinAsiafrom2018to2027(inbillionU.S.dollars)RevenueofthemobilegamesindustryinAsia2018-2027140120100127.47122.41116.52109.5398.3286.1182.138067.786050.645.0320184020020192020202120222023202420252026202724Description:Therevenueinthe'MobileGames'segmentofthedigitalmediamarketinAsiawasforecasttocontinuouslyincreasebetween2023and2027byintotal29.2billionU.S.dollars(+29.7percent).Aftertheninthconsecutiveincreasingyear,theindicatorisestimatedtoreach127.47billionU.S.dollarsandthereforeanewpeakin2027.Notably,therevenueofthe'MobileGames'segmentofthedigitalmediamarketwascontinuouslyincreasingoverthepastyears.

ReadmoreNote(s):Asia;2018to2027Source(s):DigitalMarketInsightsRevenuefrommobilegamesonGooglePlayandtheAppStoreinAsiafrom1stquarter2019to4thquarter2022,bystore(inbillionU.S.dollars)MobilegamesrevenueAsiaQ12019-Q42022,bystoreAppStoreGooglePla12019

Q22019

Q32019

Q42019

Q12020

Q22020

Q32020

Q42020

Q12021

Q22021

Q32021

Q42021

Q12022

Q22022

Q32022

Q4202225Description:Inthefourthquarterof2022,therevenuefrommobilegamesontheAppStoreandGooglePlayinAsiaamountedtoaround9.5billionU.S.dollars,markingayear-over-yeardecreasebyabout14percent.IntermsofquarterlymobilegamingappdownloadsinAsia,theGooglePlaystoreissignificantlymorepopularthantheAppStore,attributabletotheprevalenceofAndroidphonesinhighlypopulatedcountrieslikeIndiaandIndonesia.ReadmoreNote(s):Asia;Q12019toQ42022Source(s):SensorTowerNumberofusersofmobilegamesinAsiafrom2018to2027(inbillions)NumberofusersofmobilegamesinAsia2018-20271.51.371.321.41.31.21.11.00.90.80.71.281.231.131.071.020.940.780.73201820192020202120222023202420252026202726Description:Thenumberofusersinthe'MobileGames'segmentofthedigitalmediamarketinAsiawasforecasttocontinuouslyincreasebetween2023and2027byintotal0.2billionusers(+17.7percent).Afterthefifthconsecutiveincreasingyear,theindicatorisestimatedtoreach1.37billionusersandthereforeanewpeakin2027.ReadmoreNote(s):Asia;2018to2027Source(s):DigitalMarketInsightsCHAPTER

06eSportsRevenueofthee-sportsmarketinAsiafrom2018to2027(inmillionU.S.dollars)Revenueofthee-sportsindustryinAsia2018-20271,6001,4001,2001,0008001,458.051,390.491,305.51,196.971,070.2933.04784.81638.48558.936004002000468.42201820192020202120222023202420252026202728Description:TherevenueintheesportsmarketinAsiawasforecasttocontinuouslyincreasebetween2023and2027byintotal387.9millionU.S.dollars(+36.25percent).Aftertheninthconsecutiveincreasingyear,theindicatorisestimatedtoreach1.5billionU.S.dollarsandthereforeanewpeakin2027.Notably,therevenueoftheesportsmarketwascontinuouslyincreasingoverthepastyears.

ReadmoreNote(s):Asia;2018to2027Source(s):Advertising&MediaInsightsNumberofeSportsviewersinAsiafrom2019to2022(inmillions)NumberofeSportsviewersAsia2019-2022800710.1698.17006005004003002001000618.4510201920202021202229Description:In2022,thenumberofeSportsviewersinAsiaamountedtomorethan710million.Thisrepresentedanincreasebyapproximately200millioneSportsviewersacrosstheelevenselectedmarketsintheregioncomparedto2019.

ReadmoreNote(s):Asia;2019to2022;includesChina,India,Indonesia,Japan,Malaysia,Philippines,Singapore,SouthKorea,Taiwan,Thailand,andVietnamSource(s):NikoPartnersLeadingeSportscountriesandterritoriesintheAsia-Pacificregionin2022,byprizemoneyearned(inmillionU.S.dollars)TopeSportscountriesAPAC2022,byprizemoneyearnedPrizemoneyinmillionU.S.dollars05101520253035404550ChinaSouthKoreaJapan46.1312.316.656.22ThailandVietnam4.46IndonesiaTaiwan3.443.273.182.97AustraliaPhilippinesMalaysia2.3530Description:In2022,ChinawasthemostsuccessfuleSportsnationworldwide,earningaround46.13millionU.S.dollarsinprizemoney.PlayersandteamsfromSouthKoreahadthesecondhighesteSportsprizemoneyearningsintheAsia-Pacificregionthatyear,approximately12.31millionU.S.dollarsintotal.ReadmoreNote(s):Asia,APAC;2022Source(s):eSportsEarningsCHAPTER

07UserbehaviorandpreferencesAverageweeklytimespentongamingintheAsia-Pacificregionin2022,byselectedcountryorterritoryWeeklyhoursspentongamingAPAC2022,bycountryAveragenumberofhoursperweek602481012ChinaSingaporeHongKongAustraliaIndonesiaIndia11.39.89.79.38.76.332Description:AccordingtoasurveyfromJuly2022,gamersinChinaspentonaverageelevenhoursperweekgaming.Incontrast,respondentsfromIndiaspentonaveragearoundsixhoursperweekplayingvideogames.

ReadmoreNote(s):Asia,APAC;July18toAugust4,2022;5,741respondentsSource(s):YouGovMobilegamingmarketshareinAsiain2022,bygenreMobilegamingrevenueshareAsia2022,bygenre45%40%35%30%25%20%15%10%5%0%RPGStrategyPuzzleCasinoShooterSimulationOther33Description:In2022,role-playinggames(RPGs)werethemostpopularmobilegamesgenreinAsia,accountingforamarketshareof39percent.Incontrast,simulationmobilegamesaccountedfortwopercentofthemobilegamesrevenueintheregionthatyear.IntermsofmobilegamingappdownloadsinAsia,theGoog

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