Asian Gambling & Gaming Industry - Focus on China & Macau

Ken Research
April 9, 2010
22 Pages - SKU: AMPS2648751
Countries covered: China, Macau

The report on Asian gambling and betting industry includes lottery, E-gaming, gaming, Casino, lottery, video lottery terminals and Welfare and sports betting industry. Geographically, reports starts from the introduction of global gambling and gaming sector which discusses online gaming, total lottery market etc.; followed by detailed discussion of international gambling it covers Asian regions with description of Singapore, China and Hong Kong.

The focus of the report is on China where we have discussed history of the sector, regulatory structure, recent industry trends and market size of Gambling and gaming industry. Also future of the industry, here we have analysed present growth and expected growth in coming years.

In 1999-2007, the global lottery market showed yearly CAGR of ~%. The same trend can be extrapolated also from the US lottery market, which in 1990-2007 has registered a yearly growth CAGR of ~%.

Although the online gaming market has grown but predominantly this growth has been due to poker, casino and sports betting. Sports betting accounts for ~% of the total gross win, with casino games ranks second with ~% followed by poker with ~% share.

In Online gaming market Asia and the Middle East accounts for nearly ~% of the market, with that region's share broadly unchanged in recent years. Macao is the leading gambling jurisdiction in Asia, representing more than ~% of this regional market.

  • Singapore is a developed market for gambling in Asia and now Japan is also mulling steps similar to Singaporefs. Singapore, counts among the highest gross gaming revenue/GDP with market of worth US$~ billion. According to a study, Singapore generates the worldfs highest spend per capita on lottery sales.
  • The annual lottery revenue in China expanded from US$~ million in 1987 to US$~ billion in 2009, representing a CAGR of ~%. Worldwide, the size of Chinafs lottery market grew from No. --- in 2007 to No. --- in 2008.
  • By end-2012, VLT sales to reach US$~ billion, implying a CAGR of 25% during 2007-2012. In welfare lottery, computer ticket games account for ~% of total welfare lottery sales; instant scratch cards take about ~%; and high-frequency games (VLT/Keno) take the remaining 21%. Chinafs handset game industry is entering an accelerated growth phase. The overall market grew 39% YoY to US$ bn in 2009 and the sector is poised to post a ~% revenue CAGR during 2009]12.

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