The 2016 Casual Games Sector Report provides a comprehensive analysis of the Asian gaming landscape, emphasizing its critical role in the global market. The primary thesis posits that Asia represents a dominant force in the industry, particularly within the mobile sector, while highlighting the significant, yet often challenging, trade balance between Asian and Western game companies. The report serves as a strategic guide for industry stakeholders to understand regional growth trends, revenue distribution, and the competitive positioning of major public companies.
Key findings indicate that in 2016, key Asian markets—specifically China, Japan, South Korea, and Greater Southeast Asia—accounted for $45 billion in game revenues, representing 45% of the global total. Mobile gaming is identified as the primary growth engine, with these regions generating 55% of global mobile game revenues. While smartphone gaming leads in revenue share across these combined markets, regional preferences vary significantly; for instance, console gaming remains a dominant force in Japan, whereas mobile platforms command over half of the revenue in Southeast Asia.
The analysis utilizes data from the Newzoo Global Games Market Report, focusing on public company financial performance and regional market metrics. The scope covers the 2015–2016 period, examining the interplay between Asian and non-Asian public entities. The report highlights that while Asian companies have successfully expanded their global footprint, Western companies face barriers to entry in Asia, with a relatively small percentage of their revenues derived from the region. The report concludes by profiling high-growth Asian firms like Tencent, NetEase, and Mixi, illustrating how mobile-first strategies and localized content are driving rapid expansion and shaping the future of the global gaming ecosystem.