2018 Asia: Top Countries/Markets by Game Revenues
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  Interactive Chart

Chart 1: Top 10 Countries in Asia By Game Revenues
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China ranks top in Asia for total game revenues (US$34 billion), followed by Japan at US$17.7 billion and South Korea third at US$5.7 billion.
Chart 2: Top 10 Countries in Asia By Internet Population
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In general, the Internet population in Asia is expected to grow rapidly, particularly in developing countries. The top three countries with the highest Internet populations in Asia are China (850 million), India (481 million) and Japan (121 million), with Indonesia (82 million) widely expected to catch up.


The combined value of the world's top 100 games markets is estimated to be US$134 billion. By region, Asia is the largest games market at US$65 billion or 49% of the combined total

The top 3 games countries in Asia are :

  1. China - US$34 billion
  2. Japan - US$17 billion
  3. South Korea - US$5.7 billion

Compare Asia's top two games markets - China and Japan

Compare the games markets and population of Japan and South Korea


This data is derived from Newzoo's 2018 study of the top 100 games markets ranked on their revenue estimates (refer to URL below). According to Newzoo, the data estimates are based on a combination of primary consumer research, transactional data, quarterly company reports, and census data. The revenues are based on consumer spending in each country and exclude hardware sales, tax, business-to-business services, and online gambling and betting revenues.

All figures, include the country populations, Internet populations and total games revenues are stated in millions.

  Top 21 ranks, by total game revenues in descending order ( rank and segment full dataset - 100 items )

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The combined value of the world's top 100 games markets is estimated to be US$134 billion. The largest games markets by region are Asia (US$65 billion), North America (US$35 billion) and Europe (US$25 billion), followed by South America (US$2.78 billion), Middle East (US$2.37 billion) and Africa (US$1 billion).

From the introductory video above, Newzoo segments its gamer personas for its market research (eight in total) by the ultimate gamer, the all-round enthusiast, the cloud gamer, the conventional player, the hardware enthusiast, the popcorn gamer, the backseat viewer and the time filler.

For more breakdowns, check out these regional lists with country breakdown by game revenues


No attribution sources specified.

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