Gaming media in the Asia-Pacific Region
This week’s snapshot summarises the online gaming media footprint, as of July 2020, in the Asia-Pacific region. We include statistics for India, Indonesia, Malaysia, and other countries in the Asia-Pacific region.
Scope: Our analysis covers websites and mobile apps where consumers can find information on video games and game-related news, as well as websites and mobile apps where users can play online video games.
Top line observations:
Table 1: The proportion of consumers who visited a game-related site or app remained stable or increased somewhat in most countries from June 2020 to July 2020. (The exceptions being Hong Kong, India, and Singapore.)
Table 2: The gaming ecosystem is highly fragmented: few companies achieve more than 5% reach, while many do achieve more than 1%. Within this context, it can be argued that the market in Australia, India and Vietnam is more concentrated, whereas Malaysia has one of the most fragmented market.
Table 3: The gaming landscape varies significantly from one country to another. However, we do have a few international gaming entities appearing in more than one country, Omnia/Blue Ant Media being one of them.
Table 1. Reach of gaming sites and apps as of July 2020
| % reach of total digital population | Percentage points variation | Percentage points variation |
Australia | 41.5 | 0.6 | 3.8 |
China | 20.1 | 0.7 | -11.1 |
Hong Kong | 31.0 | -0.2 | -1.7 |
India | 59.7 | -1.7 | 3.8 |
Indonesia | 54.1 | 3.3 | 1.7 |
Japan | 21.3 | 1.6 | -0.3 |
Malaysia | 54.7 | 0.1 | -0.1 |
Singapore | 25.4 | -4.2 | -3.6 |
Taiwan | 35.0 | 1.0 | -4.1 |
Vietnam | 14.4 | 0.6 | -3.6 |
Source: Comscore MMX Multi-Platform, Total Audience, July 2020.
Table 2. Market competitiveness and consumer adoption of gaming sites and apps as of July 2020.
Prevalence of gaming sites and apps, by country (July 2020) | ||
| Number of gaming sites who reach more than 5% of the total digital population | Number of gaming sites who reach more than 1% of the total digital population |
Australia | 6 | 20 |
China | 0 | 8 |
Hong Kong | 1 | 24 |
India | 7 | 34 |
Indonesia | 5 | 24 |
Japan | 0 | 14 |
Malaysia | 5 | 43 |
Singapore | 2 | 16 |
Taiwan | 2 | 22 |
Vietnam | 6 | 25 |
Source: Comscore MMX Multi-Platform, Total Audience, July 2020.
Table 3. Online gaming media: movers and shakers as of July 2020.
Gaming-related sites or apps which increased their reach (in percentage points) the most year-on-year, i.e. between July 2020 and July 2019. | |
Australia | Omnia/Blue Ant Media |
China | 6789.NET |
Hong Kong | Ubisoft Entertainment |
India | GAMETION.COM |
Indonesia | POOK.COM |
Japan | G123.JP |
Malaysia | AZURGAMES.COM |
Singapore | Omnia/Blue Ant Media |
Taiwan | Yahoo Games |
Vietnam | ZING Play |
Source: Comscore MMX Multi-Platform, Total Audience, July 2020.