- 2020年9月7日

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
July 2020 vs June 2020

Percentage points variation
July 2020 vs July 2019

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.

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