Digital gaming in developed Asia–Pacific: consumer survey
21 January 2022 | Research
Survey report | PPTX and PDF (13 slides); Excel | Video, Gaming and Entertainment
This consumer survey report highlights that digital gaming is important to operators because gaming is popular, high-frequency and generates considerable revenue. 57% of paying gamers in South Korea used subscription services in 2021 compared to 38% in Australia and New Zealand. An increase in gamers’ use of subscription payment models makes operator gaming propositions more appealing.
This report provides:
- new consumer survey insights derived from 3000 respondents in Australia, New Zealand and South Korea
- detailed information about consumers’ gaming habits and how this relates to their use of telecoms services
- a segmentation of users’ gaming behaviour and an analysis of how that affects their telecoms and media spending behaviour, such as churn and willingness to pay for OTT video services
- a detailed appendix with country- and operator-level data related to gaming.
Survey data coverage
The survey was conducted in association with Dynata between August and September 2021. The survey groups were chosen to be representative of the internet-using population in the selected countries. We set quotas on age, gender and geographical spread to that effect. There were at least 1000 respondents per country.
- New Zealand
- South Korea
Read more in our associated article here.
Analysys Mason's annual consumer survey tracks and measures consumers’ changing telecoms and media habits, device ownership, connectivity options and future plans