Asia and MENA games market revenue reached $88.9 billion in 2025, and forecasts point to continued growth across the 13 markets tracked. Player numbers and spending are expected to rise in several countries, while established markets remain a major part of the regional picture. The reported projections use different timeframes, so readers should check the dates and measures attached to each figure.
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Asia and MENA games market revenue forecast
The report puts regional gaming revenue at $88.9 billion in 2025 and projects it could reach $103.6 billion. Its summary gives 2028 as the target year for that projection, while the headline forecast refers to growth of 16.5% to more than $103 billion by 2030. Because these dates do not match, the projection period should be confirmed before using the figures for comparisons or business planning.
The analysis covers 13 markets: China, India, Japan and Korea; Indonesia, Malaysia, the Philippines, Singapore, Thailand and Vietnam; and Egypt, Saudi Arabia and the United Arab Emirates. Niko Partners’ annual Asia and MENA Market Model report drew on a survey of more than 11,000 players across these regions in March 2026.
Growth prospects across individual markets
India had more than 500 million players in 2025. Its gaming revenue is expected to exceed $1.8 billion by 2030, with player spending projected to grow at a five-year compound annual growth rate (CAGR) of 11.2%. CAGR expresses an average annual growth rate over a set period; it does not mean spending will increase by exactly the same amount every year.
Thailand, the Philippines and Indonesia are identified as Southeast Asia’s fastest-growing markets. Thailand is forecast to reach $2 billion in player spending by 2027, while Indonesia is projected to pass $1.5 billion by 2030. These country-level forecasts can help businesses assess where to research local audiences, but they should not be treated as interchangeable with the regional revenue total.
Mature markets and MENA spending
China, Japan and Korea are described in the report as the region’s most mature gaming markets. The report assigns these three markets $91.7 billion in player spending, or 88.6% of the total across all 13 countries. Since this figure is larger than the stated 2025 regional revenue of $88.9 billion, the reporting period or measurement used for the figures may differ and needs clarification.
For the MENA-3—Egypt, Saudi Arabia and the United Arab Emirates—player spending is forecast to reach $3 billion in 2030. Average revenue per user (ARPU) is expected to rise by $10 over the next five years. ARPU is a useful measure for tracking spending per user, but it should be considered alongside player numbers and local market conditions.
What the forecasts mean for games businesses
Niko Partners CEO Lisa Hanson said that challenging economic and geopolitical conditions are affecting video game markets in North America and Europe, while Asia and MENA offer growth opportunities through expanding player bases, game development and spending. She also emphasized that adapting games, marketing and payment options to local demand can support growth.
For developers and publishers, the practical takeaway is to evaluate each market separately. Local payment preferences, player behavior and demand vary across the countries included in the report, so a strategy that works in one market may not transfer directly to another. Check forecast dates and definitions before comparing revenue, player spending or ARPU.
Conclusion
Asia and MENA games market revenue is projected to grow, supported by expanding player bases and spending forecasts in markets such as India, Thailand and Indonesia. The regional outlook is promising, but the conflicting projection dates and market totals should be clarified before the figures are used in reporting or planning.