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.