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Report

Europe Gaming Market Forecast 2025-2032

Market Report I 2025-03-26 I 163 Pages I Inkwood Research

KEY FINDINGS
The Asia-Pacific gaming market was valued at $107.39 billion in 2024 and is expected to rise with a CAGR of 5.55% over the forecast years of 2025 to 2032. The base year regarded for the studied market is 2024, and the forecasting years are from 2025 to 2032.
MARKET INSIGHTS
The gaming market in the Asia-Pacific has experienced remarkable growth, driven by factors such as increasing internet penetration, a burgeoning young population, and the rise of mobile gaming.
With a rapidly expanding gaming community, the demand for innovative gaming technologies, such as cloud gaming services, augmented reality games, and virtual reality games, has surged.
Mobile gaming continues to dominate the market, fueled by the widespread adoption of smartphones and the accessibility of affordable data plans. Additionally, the growth of eSports has contributed significantly, with major tournaments and a strong gaming infrastructure supporting competitive gaming across the region.
The emergence of gaming marketplaces and platforms has further facilitated a seamless user experience for gamers. Upcoming opportunities lie in cloud-based gaming solutions, where scalability and performance improvements are driving innovation.
As AR and VR technologies continue to evolve, integrating these into mobile gaming is set to redefine the Asia-Pacific gaming landscape.
REGIONAL ANALYSIS
The Asia-Pacific gaming market growth assessment comprises the evaluation of China, Japan, India, South Korea, Indonesia, Thailand, Taiwan, Australia & New Zealand, and Rest of Asia-Pacific.
China's gaming industry continues to thrive, fueled by a rapidly expanding user base and advancements in technology. The integration of virtual reality (VR) and augmented reality (AR) into gaming experiences has become a key focus as consumers seek more immersive gameplay.
However, regulatory scrutiny poses a significant challenge, with strict policies on game approvals and content moderation. Despite these challenges, the growing popularity of mobile gaming and eSports has created new opportunities for market expansion.
The shift toward localized gaming content and the demand for culturally relevant games are expected to drive innovation and diversity within the market.
Similarly, India's gaming industry is experiencing rapid growth, driven by the country's young demographic and expanding internet penetration. Mobile gaming remains the dominant segment, with a strong preference for accessible, casual gaming experiences.
However, challenges such as cybersecurity, data privacy concerns, and regulations on in-app purchases persist for developers. The eSports scene is gaining traction, with both amateur and professional tournaments supporting its growth.
The emergence of cloud gaming services is poised to redefine how Indian gamers interact with games, offering scalable and flexible solutions. Additionally, localized gaming platforms are growing in popularity, catering to regional language preferences and enhancing user engagement.
On the other hand, South Korea remains a leader in the gaming sector, known for its vibrant gaming culture and competitive e-sports environment. The country continues to prioritize the adoption of advanced gaming technologies, including VR and AR, focusing on enhancing realism and user interaction.
A strong preference for high-quality graphics and immersive experiences fuels innovation in gaming content. South Korea's supportive ecosystem for game development and its established gaming community ensure continued gaming sector growth.
SEGMENTATION ANALYSIS
The Asia-Pacific gaming market segmentation includes the market by type, component, platform, genre, monetization model, age demographic, and distribution channel. The age demographic segment is further divided into children (under 18), adults (18 - 44), and seniors (45+).
The adult age demographic segment (18 - 44) within the Asia-Pacific gaming industry is experiencing substantial growth, driven by increasing smartphone penetration and the rise of mobile gaming. This age group represents a significant portion of the gaming population, with a preference for immersive, interactive experiences and diverse game genres.
Adults in this segment are highly engaged in eSports, online multiplayer games, and cloud gaming services, creating opportunities for developers to introduce tailored content. The flexibility of gaming platforms to adapt to various lifestyles and preferences further fuels market expansion.
With the continuous evolution of gaming technology and the increasing spending power of adults in this age group, the Asia-Pacific region presents a promising landscape for growth.
COMPETITIVE INSIGHTS
Some of the top players operating in the Asia-Pacific gaming market include Nintendo Co Ltd, Nexon Co Ltd, Square Enix Holdings Co Ltd, Sega Corporation, etc.
Nintendo Co Ltd, headquartered in Kyoto, Japan, is a leading global player in the gaming industry. The company operates across various business segments, including hardware development, software publishing, and digital content services.
Nintendo is widely recognized for its iconic gaming consoles, such as the Nintendo Switch, Nintendo DS, and Wii, as well as its beloved franchises like Mario, The Legend of Zelda, and Pokemon.
With a robust presence across regions like Asia-Pacific, North America, and Europe, Nintendo caters to both established and emerging markets. Its diverse product portfolio encompasses innovative gaming systems, accessories, and software designed for both casual and hardcore gamers.

TABLE OF CONTENTS
1. RESEARCH SCOPE & METHODOLOGY
1.1. STUDY OBJECTIVES
1.2. METHODOLOGY
1.3. ASSUMPTIONS & LIMITATIONS
2. EXECUTIVE SUMMARY
2.1. MARKET SIZE & ESTIMATES
2.2. MARKET OVERVIEW
2.3. SCOPE OF STUDY
2.4. MAJOR MARKET FINDINGS
2.4.1. PC AND CONSOLE GAMING WITNESS STEADY GROWTH AMIDST MOBILE GAMING SURGE
2.4.2. SUBSCRIPTION-BASED GAMING MODELS ARE GAINING TRACTION AMONG PUBLISHERS AND PLAYERS
2.4.3. SUSTAINABLE AND INCLUSIVE GAMING PRACTICES ARE EMERGING AS INDUSTRY PRIORITIES
2.4.4. RAPID EXPANSION OF MOBILE ESPORTS SCENE SUPPORTED BY HIGH SMARTPHONE PENETRATION AND COMPETITIVE GAMING ECOSYSTEM
3. MARKET DYNAMICS
3.1. KEY DRIVERS
3.1.1. SURGE IN MOBILE GAMING FUELED BY SMARTPHONE PENETRATION AND AFFORDABLE INTERNET
3.1.2. ADVANCEMENTS IN CLOUD GAMING TECHNOLOGIES ARE ENABLING SEAMLESS ACCESS
3.1.3. RISING POPULARITY OF ESPORTS AND COMPETITIVE GAMING ACROSS THE REGION
3.2. KEY RESTRAINTS
3.2.1. HIGH DEVELOPMENT COSTS FOR AAA GAMES AND ADVANCED GAMING HARDWARE
3.2.2. LIMITED INFRASTRUCTURE AND CONNECTIVITY IN EMERGING ECONOMIES
3.2.3. CONCERNS OVER GAMING ADDICTION AND ASSOCIATED HEALTH ISSUES
4. KEY ANALYTICS
4.1. TIMELINE OF THE GAMING INDUSTRY
4.2. PARENT MARKET ANALYSIS: MEDIA & ENTERTAINMENT
4.3. KEY MARKET TRENDS
4.3.1. INTEGRATION OF AUGMENTED REALITY (AR) AND VIRTUAL REALITY (VR) FOR IMMERSIVE GAMING EXPERIENCES
4.3.2. INCREASING FOCUS ON CROSS-PLATFORM GAMING TO ENHANCE USER ENGAGEMENT
4.3.3. GROWTH IN INDIE GAME DEVELOPMENT SUPPORTED BY CROWDFUNDING PLATFORMS
4.3.4. EXPANDING ROLE OF ARTIFICIAL INTELLIGENCE IN GAME DESIGN AND PLAYER INTERACTION
4.4. PORTER'S FIVE FORCES ANALYSIS
4.4.1. BUYERS POWER
4.4.2. SUPPLIERS POWER
4.4.3. SUBSTITUTION
4.4.4. NEW ENTRANTS
4.4.5. INDUSTRY RIVALRY
4.5. GROWTH PROSPECT MAPPING
4.6. MARKET MATURITY ANALYSIS
4.7. MARKET CONCENTRATION ANALYSIS
4.8. VALUE CHAIN ANALYSIS
4.8.1. GAME DEVELOPMENT
4.8.2. PLATFORM INTEGRATION AND PUBLISHING
4.8.3. DISTRIBUTION CHANNELS
4.8.4. MARKETING AND PROMOTION
4.8.5. END-USER ENGAGEMENT AND FEEDBACK
4.9. REGULATORY FRAMEWORK AND COMPLIANCE BODIES
4.10. EXCLUSIVE INSIGHTS
4.10.1. AVERAGE PRICE OF SINGLE PLAYER GAME & LIVE SERVICES GAMES
4.10.2. GENRE PREFERENCE VARY BY AGE - DRIVEN BY LIFESTYLE AND GENERATIONAL DIFFERENCES
4.10.3. NEXT GENERATION OF RETIREES EXPECTED TO PLAY GAMES MORE THAN CURRENT RETIREES
4.10.4. PLAYERS IN EMERGING ECONOMIES PLAY MORE AND PLAN TO PLAY MORE IN THE FUTURE
4.10.5. INSIGHTS ON METAVERSE AND ITS IMPACT ON THE FUTURE OF GAMING INDUSTRY
5. MARKET BY TYPE
5.1. ONLINE
5.1.1. MARKET FORECAST FIGURE
5.1.2. SEGMENT ANALYSIS
5.2. OFFLINE
5.2.1. MARKET FORECAST FIGURE
5.2.2. SEGMENT ANALYSIS
6. MARKET BY COMPONENT
6.1. SOFTWARE
6.1.1. MARKET FORECAST FIGURE
6.1.2. SEGMENT ANALYSIS
6.2. HARDWARE
6.2.1. MARKET FORECAST FIGURE
6.2.2. SEGMENT ANALYSIS
7. MARKET BY PLATFORM
7.1. CONSOLE GAMING
7.1.1. MARKET FORECAST FIGURE
7.1.2. SEGMENT ANALYSIS
7.2. MOBILE GAMING
7.2.1. MARKET FORECAST FIGURE
7.2.2. SEGMENT ANALYSIS
7.3. PC GAMING
7.3.1. MARKET FORECAST FIGURE
7.3.2. SEGMENT ANALYSIS
7.4. CLOUD GAMING
7.4.1. MARKET FORECAST FIGURE
7.4.2. SEGMENT ANALYSIS
8. MARKET BY GENRE
8.1. ADVENTURE/ROLE PLAYING GAMES
8.1.1. MARKET FORECAST FIGURE
8.1.2. SEGMENT ANALYSIS
8.2. PUZZLE GAMES
8.2.1. MARKET FORECAST FIGURE
8.2.2. SEGMENT ANALYSIS
8.3. SOCIAL GAMES
8.3.1. MARKET FORECAST FIGURE
8.3.2. SEGMENT ANALYSIS
8.4. STRATEGY GAMES
8.4.1. MARKET FORECAST FIGURE
8.4.2. SEGMENT ANALYSIS
8.5. SIMULATION GAMES
8.5.1. MARKET FORECAST FIGURE
8.5.2. SEGMENT ANALYSIS
8.6. OTHER GENRES
8.6.1. MARKET FORECAST FIGURE
8.6.2. SEGMENT ANALYSIS
9. MARKET BY MONETIZATION MODEL
9.1. IN-APP ADVERTISING
9.1.1. MARKET FORECAST FIGURE
9.1.2. SEGMENT ANALYSIS
9.2. SUBSCRIPTIONS
9.2.1. MARKET FORECAST FIGURE
9.2.2. SEGMENT ANALYSIS
9.3. IN-GAME PURCHASES
9.3.1. MARKET FORECAST FIGURE
9.3.2. SEGMENT ANALYSIS
9.4. FREE-TO-PLAY (F2P)
9.4.1. MARKET FORECAST FIGURE
9.4.2. SEGMENT ANALYSIS
10. MARKET BY AGE DEMOGRAPHIC
10.1. CHILDREN (UNDER 18)
10.1.1. MARKET FORECAST FIGURE
10.1.2. SEGMENT ANALYSIS
10.2. ADULTS (18 - 44)
10.2.1. MARKET FORECAST FIGURE
10.2.2. SEGMENT ANALYSIS
10.3. SENIORS (45+)
10.3.1. MARKET FORECAST FIGURE
10.3.2. SEGMENT ANALYSIS
11. MARKET BY DISTRIBUTION CHANNEL
11.1. PHYSICAL RETAIL
11.1.1. MARKET FORECAST FIGURE
11.1.2. SEGMENT ANALYSIS
11.2. DIGITAL DISTRIBUTION
11.2.1. MARKET FORECAST FIGURE
11.2.2. SEGMENT ANALYSIS
12. GEOGRAPHICAL ANALYSIS
12.1. ASIA-PACIFIC
12.1.1. MARKET SIZE & ESTIMATES
12.1.2. COUNTRY ANALYSIS
12.1.2.1. CHINA
12.1.2.1.1. CHINA GAMING MARKET SIZE & OPPORTUNITIES
12.1.2.2. JAPAN
12.1.2.2.1. JAPAN GAMING MARKET SIZE & OPPORTUNITIES
12.1.2.3. INDIA
12.1.2.3.1. INDIA GAMING MARKET SIZE & OPPORTUNITIES
12.1.2.4. SOUTH KOREA
12.1.2.4.1. SOUTH KOREA GAMING MARKET SIZE & OPPORTUNITIES
12.1.2.5. INDONESIA
12.1.2.5.1. INDONESIA GAMING MARKET SIZE & OPPORTUNITIES
12.1.2.6. THAILAND
12.1.2.6.1. THAILAND GAMING MARKET SIZE & OPPORTUNITIES
12.1.2.7. TAIWAN
12.1.2.7.1. TAIWAN GAMING MARKET SIZE & OPPORTUNITIES
12.1.2.8. AUSTRALIA & NEW ZEALAND
12.1.2.8.1. AUSTRALIA & NEW ZEALAND GAMING MARKET SIZE & OPPORTUNITIES
12.1.2.9. REST OF ASIA-PACIFIC
12.1.2.9.1. REST OF ASIA-PACIFIC GAMING MARKET SIZE & OPPORTUNITIES
13. COMPETITIVE LANDSCAPE
13.1. KEY STRATEGIC DEVELOPMENTS
13.1.1. MERGERS & ACQUISITIONS
13.1.2. PRODUCT LAUNCHES & DEVELOPMENTS
13.1.3. PARTNERSHIPS & AGREEMENTS
13.1.4. BUSINESS EXPANSIONS & DIVESTITURES
13.2. COMPANY PROFILES
13.2.1. BETHESDA SOFTWORKS LLC
13.2.1.1. COMPANY OVERVIEW
13.2.1.2. PRODUCTS
13.2.1.3. STRENGTHS & CHALLENGES
13.2.2. ELECTRONIC ARTS INC
13.2.2.1. COMPANY OVERVIEW
13.2.2.2. PRODUCTS
13.2.2.3. STRENGTHS & CHALLENGES
13.2.3. GAMELOFT SE (ACQUIRED BY VIVENDI)
13.2.3.1. COMPANY OVERVIEW
13.2.3.2. PRODUCTS
13.2.3.3. STRENGTHS & CHALLENGES
13.2.4. MICROSOFT CORPORATION
13.2.4.1. COMPANY OVERVIEW
13.2.4.2. PRODUCTS
13.2.4.3. STRENGTHS & CHALLENGES
13.2.5. NEXON CO LTD
13.2.5.1. COMPANY OVERVIEW
13.2.5.2. PRODUCTS
13.2.5.3. STRENGTHS & CHALLENGES
13.2.6. NINTENDO CO LTD
13.2.6.1. COMPANY OVERVIEW
13.2.6.2. PRODUCTS
13.2.6.3. STRENGTHS & CHALLENGES
13.2.7. NVIDIA
13.2.7.1. COMPANY OVERVIEW
13.2.7.2. PRODUCTS
13.2.7.3. STRENGTHS & CHALLENGES
13.2.8. ROCKSTAR GAMES INC
13.2.8.1. COMPANY OVERVIEW
13.2.8.2. PRODUCTS
13.2.8.3. STRENGTHS & CHALLENGES
13.2.9. SEGA CORPORATION
13.2.9.1. COMPANY OVERVIEW
13.2.9.2. PRODUCTS
13.2.9.3. STRENGTHS & CHALLENGES
13.2.10. SONY INTERACTIVE ENTERTAINMENT
13.2.10.1. COMPANY OVERVIEW
13.2.10.2. PRODUCTS
13.2.10.3. STRENGTHS & CHALLENGES
13.2.11. SQUARE ENIX HOLDINGS CO LTD
13.2.11.1. COMPANY OVERVIEW
13.2.11.2. PRODUCTS
13.2.11.3. STRENGTHS & CHALLENGES
13.2.12. UBISOFT ENTERTAINMENT SA
13.2.12.1. COMPANY OVERVIEW
13.2.12.2. PRODUCTS
13.2.12.3. STRENGTHS & CHALLENGES
13.2.13. ZYNGA
13.2.13.1. COMPANY OVERVIEW
13.2.13.2. PRODUCTS
13.2.13.3. STRENGTHS & CHALLENGES


LIST OF TABLES
TABLE 1: MARKET SNAPSHOT - GAMING
TABLE 2: TIMELINE OF THE GAMING INDUSTRY
TABLE 3: REGULATORY FRAMEWORK AND COMPLIANCE BODIES
TABLE 4: ASIA-PACIFIC GAMING MARKET, BY TYPE, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
TABLE 5: ASIA-PACIFIC GAMING MARKET, BY TYPE, FORECAST YEARS, 2025-2032 (IN $ BILLION)
TABLE 6: ASIA-PACIFIC GAMING MARKET, BY COMPONENT, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
TABLE 7: ASIA-PACIFIC GAMING MARKET, BY COMPONENT, FORECAST YEARS, 2025-2032 (IN $ BILLION)
TABLE 8: ASIA-PACIFIC GAMING MARKET, BY PLATFORM, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
TABLE 9: ASIA-PACIFIC GAMING MARKET, BY PLATFORM, FORECAST YEARS, 2025-2032 (IN $ BILLION)
TABLE 10: ASIA-PACIFIC GAMING MARKET, BY GENRE, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
TABLE 11: ASIA-PACIFIC GAMING MARKET, BY GENRE, FORECAST YEARS, 2025-2032 (IN $ BILLION)
TABLE 12: ASIA-PACIFIC GAMING MARKET, BY MONETIZATION MODEL, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
TABLE 13: ASIA-PACIFIC GAMING MARKET, BY MONETIZATION MODEL, FORECAST YEARS, 2025-2032 (IN $ BILLION)
TABLE 14: ASIA-PACIFIC GAMING MARKET, BY AGE DEMOGRAPHIC, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
TABLE 15: ASIA-PACIFIC GAMING MARKET, BY AGE DEMOGRAPHIC, FORECAST YEARS, 2025-2032 (IN $ BILLION)
TABLE 16: ASIA-PACIFIC GAMING MARKET, BY DISTRIBUTION CHANNEL, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
TABLE 17: ASIA-PACIFIC GAMING MARKET, BY DISTRIBUTION CHANNEL, FORECAST YEARS, 2025-2032 (IN $ BILLION)
TABLE 18: ASIA-PACIFIC GAMING MARKET, BY COUNTRY, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
TABLE 19: ASIA-PACIFIC GAMING MARKET, BY COUNTRY, FORECAST YEARS, 2025-2032 (IN $ BILLION)
TABLE 20: LIST OF MERGERS & ACQUISITIONS
TABLE 21: LIST OF PRODUCT LAUNCHES & DEVELOPMENTS
TABLE 22: LIST OF PARTNERSHIPS & AGREEMENTS
TABLE 23: LIST OF BUSINESS EXPANSIONS & DIVESTITURES


LIST OF FIGURES
FIGURE 1: MAJOR MARKET FINDINGS
FIGURE 2: MARKET DYNAMICS
FIGURE 3: KEY MARKET TRENDS
FIGURE 4: PORTER'S FIVE FORCES ANALYSIS
FIGURE 5: GROWTH PROSPECT MAPPING
FIGURE 6: MARKET MATURITY ANALYSIS
FIGURE 7: MARKET CONCENTRATION ANALYSIS
FIGURE 8: VALUE CHAIN ANALYSIS
FIGURE 9: ASIA-PACIFIC GAMING MARKET, GROWTH POTENTIAL, BY TYPE, IN 2024
FIGURE 10: ASIA-PACIFIC GAMING MARKET, BY ONLINE, 2025-2032 (IN $ BILLION)
FIGURE 11: ASIA-PACIFIC GAMING MARKET, BY OFFLINE, 2025-2032 (IN $ BILLION)
FIGURE 12: ASIA-PACIFIC GAMING MARKET, GROWTH POTENTIAL, BY COMPONENT, IN 2024
FIGURE 13: ASIA-PACIFIC GAMING MARKET, BY SOFTWARE, 2025-2032 (IN $ BILLION)
FIGURE 14: ASIA-PACIFIC GAMING MARKET, BY HARDWARE, 2025-2032 (IN $ BILLION)
FIGURE 15: ASIA-PACIFIC GAMING MARKET, GROWTH POTENTIAL, BY PLATFORM, IN 2024
FIGURE 16: ASIA-PACIFIC GAMING MARKET, BY CONSOLE GAMING, 2025-2032 (IN $ BILLION)
FIGURE 17: ASIA-PACIFIC GAMING MARKET, BY MOBILE GAMING, 2025-2032 (IN $ BILLION)
FIGURE 18: ASIA-PACIFIC GAMING MARKET, BY PC GAMING, 2025-2032 (IN $ BILLION)
FIGURE 19: ASIA-PACIFIC GAMING MARKET, BY CLOUD GAMING, 2025-2032 (IN $ BILLION)
FIGURE 20: ASIA-PACIFIC GAMING MARKET, GROWTH POTENTIAL, BY GENRE, IN 2024
FIGURE 21: ASIA-PACIFIC GAMING MARKET, BY ADVENTURE/ROLE PLAYING GAMES, 2025-2032 (IN $ BILLION)
FIGURE 22: ASIA-PACIFIC GAMING MARKET, BY PUZZLE GAMES, 2025-2032 (IN $ BILLION)
FIGURE 23: ASIA-PACIFIC GAMING MARKET, BY SOCIAL GAMES, 2025-2032 (IN $ BILLION)
FIGURE 24: ASIA-PACIFIC GAMING MARKET, BY STRATEGY GAMES, 2025-2032 (IN $ BILLION)
FIGURE 25: ASIA-PACIFIC GAMING MARKET, BY SIMULATION GAMES, 2025-2032 (IN $ BILLION)
FIGURE 26: ASIA-PACIFIC GAMING MARKET, BY OTHER GENRES, 2025-2032 (IN $ BILLION)
FIGURE 27: ASIA-PACIFIC GAMING MARKET, GROWTH POTENTIAL, BY MONETIZATION MODEL, IN 2024
FIGURE 28: ASIA-PACIFIC GAMING MARKET, BY IN-APP ADVERTISING, 2025-2032 (IN $ BILLION)
FIGURE 29: ASIA-PACIFIC GAMING MARKET, BY SUBSCRIPTIONS, 2025-2032 (IN $ BILLION)
FIGURE 30: ASIA-PACIFIC GAMING MARKET, BY IN-GAME PURCHASES, 2025-2032 (IN $ BILLION)
FIGURE 31: ASIA-PACIFIC GAMING MARKET, BY FREE-TO-PLAY (F2P), 2025-2032 (IN $ BILLION)
FIGURE 32: ASIA-PACIFIC GAMING MARKET, GROWTH POTENTIAL, BY AGE DEMOGRAPHIC, IN 2024
FIGURE 33: ASIA-PACIFIC GAMING MARKET, BY CHILDREN (UNDER 18), 2025-2032 (IN $ BILLION)
FIGURE 34: ASIA-PACIFIC GAMING MARKET, BY ADULTS (18 - 44), 2025-2032 (IN $ BILLION)
FIGURE 35: ASIA-PACIFIC GAMING MARKET, BY SENIORS (45+), 2025-2032 (IN $ BILLION)
FIGURE 36: ASIA-PACIFIC GAMING MARKET, GROWTH POTENTIAL, BY DISTRIBUTION CHANNEL, IN 2024
FIGURE 37: ASIA-PACIFIC GAMING MARKET, BY PHYSICAL RETAIL, 2025-2032 (IN $ BILLION)
FIGURE 38: ASIA-PACIFIC GAMING MARKET, BY DIGITAL DISTRIBUTION, 2025-2032 (IN $ BILLION)
FIGURE 39: ASIA-PACIFIC GAMING MARKET, COUNTRY OUTLOOK, 2024 & 2032 (IN %)
FIGURE 40: CHINA GAMING MARKET, 2025-2032 (IN $ BILLION)
FIGURE 41: JAPAN GAMING MARKET, 2025-2032 (IN $ BILLION)
FIGURE 42: INDIA GAMING MARKET, 2025-2032 (IN $ BILLION)
FIGURE 43: SOUTH KOREA GAMING MARKET, 2025-2032 (IN $ BILLION)
FIGURE 44: INDONESIA GAMING MARKET, 2025-2032 (IN $ BILLION)
FIGURE 45: THAILAND GAMING MARKET, 2025-2032 (IN $ BILLION)
FIGURE 46: TAIWAN GAMING MARKET, 2025-2032 (IN $ BILLION)
FIGURE 47: AUSTRALIA & NEW ZEALAND GAMING MARKET, 2025-2032 (IN $ BILLION)
FIGURE 48: REST OF ASIA-PACIFIC GAMING MARKET, 2025-2032 (IN $ BILLION)

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    • By Credit Card
      • We work in Partnership with PayU to ensure payments are made securely in a fast and effortless way. PayU is the e-payments division of Naspers.

        Naspers operates in over 133 International Markets and ranks 3rd Globally in terms of the number of e-commerce customers served.

        For more information on PayU please visit: https://www.payu.pl/en/about-us

    • By Money Transfer
      • If you require an invoice prior to payment, this is possible. To ensure a speedy delivery of the Market Report we require all relevant company details and you agree to maximum payment terms of 30 days from receipt of order.

        With our regular clients deliver of the Market Report can be made prior to receiving payment, however in some circumstances we may ask for payment to be received before arranging for the Market Report to be delivered.

  • Security
    • Website security
      • We have specifically partnered with leading International companies to protect your privacy by using different technologies and processes to ensure security.

        Everything submitted to Scotts International is encrypted via SSL (Secure Socket Layer) and all personal information provided to Scotts International is stored on computer systems with limited access in controlled environments.

    • Credit Card Security
      • We partner with PayU (https://www.payu.pl/en/about-us) to ensure all credit card payments are made securely in a fast and effortless way.

        PayU offers 250+ various payment channels and eWallet services across 4 continents allowing buyers to pay electronically, whether on a computer or a mobile device.

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