The global games industry is projected to reach $91.5 billion in 2015 and exceed $113 billion by 2018.
Page 6 of the reportThis model, featuring free-to-play and continuous digital content updates, drives long-term revenue. Electronic Arts exemplifies this strategy.
Like a subscription service, continuous updates keep players engaged and spending.
In 2015, China's mobile games market generated $6.5 billion in revenue.
Page 26 of the reportThe region is projected to double its total market value from $1.6 billion to $3.4 billion.
Page 18 of the reportCasual, Role Play, and Cards accounted for 63.1% of the iOS market share in June 2015.
High English proficiency in countries like Singapore, the Philippines, and Malaysia contributes to this accessibility.
Page 31 of the report74% of big-spending mobile gamers in Southeast Asia live in family situations.
Page 38 of the reportThis analysis examines the mobile gaming landscape in China and Southeast Asia as of mid-2015, highlighting the region’s pivotal role in the global games market. With the global games industry projected to reach $91.5 billion in 2015 and exceed $113 billion by 2018, mobile gaming has emerged as the fastest-growing segment. The research emphasizes a fundamental shift toward "games as a service," where free-to-play models and continuous digital content updates drive long-term revenue, exemplified by Electronic Arts’ billion-dollar digital content strategy.
China stands as the world’s largest mobile games market, with 2015 revenues reaching $6.5 billion. The market is characterized by a high volume of casual and role-playing games, with a fierce competitive landscape between iOS and Android platforms. In contrast, Southeast Asia is identified as the fastest-growing region, with a projected 2014–2018 compound annual growth rate of 30.2%. Unlike the more insular Chinese market, Southeast Asia demonstrates a high receptivity to Western titles, which account for approximately half of the top-grossing games in the region. This openness is partially attributed to the prevalence of English as a language of business and culture in countries like Singapore, the Philippines, and Malaysia.
The methodology relies on predictive analytics, consumer insights, and market data modeling, incorporating proprietary research and third-party sources such as TalkingData. Key demographic findings reveal distinct differences between the two regions; for instance, Southeast Asian "big spenders" are more likely to live in family households (74%) compared to their Chinese counterparts (31%). Furthermore, the analysis identifies a growing trend of consumer-generated content, where players increasingly expect to create, share, and influence game experiences. Successful market entry strategies for these regions require a nuanced approach that accounts for these demographic variances, language accessibility, and the necessity of integrating global roll-out strategies from the initial development phase.