As players worldwide climb the growing mountain of services, content, and apps spawned by the microtransaction trend, they also lean heavily toward mobile gaming —and their need for accessible, frictionless payment methods accelerates.
The Asia-Pacific region is the global leader in DCB, just ahead of Europe. The reason is largely because DCB is more widely accepted in countries like Japan and South Korea, where it serves as a trusted alternative to credit cards. In other parts of the region, such as India, DCB is vital simply because many people don’t have access to traditional banking.
In 2019, Japan led the direct carrier billing (DCB) market in the Asia-Pacific region with a 36.1% share and is projected to maintain its lead with 35.0% by 2027. In Europe, Germany held the top spot with a 21.9% share in 2019 and is expected to grow slightly to 23.0% by 2027. Backing this up, Statista predicts that mobile gaming revenue in Asia-Pacific will hit $100 billion by 2023.
By 2027, DCB will be used by nearly 1.8 billion people - the majority of them will be gamers. The Middle East and North Africa will lead in user count, growing from 742 million to 803 million users during that time. For telcos and content companies, this is a clear sign: these regions offer massive potential for growth, and DCB is a key part of tapping into it.
DCB isn’t just a backup payment method—it’s a growth lever in markets where credit cards are not the norm. Game publishers targeting regions like India, Africa, or Latin America should consider DCB integration to expand reach and drive conversions.
Global developers like Zynga, Garena, and Tencent have capitalized on platforms like Google Play and the App Store to reach SEA users quickly. Freemium business models and broad distribution channels offer a significant edge but still rely on third-party payment systems to monetize. This is where local telecom companies have an opening.
SEA telcos control the billing infrastructure. With Direct Carrier Billing (DCB) and mobile wallets already integrated into their systems, telcos can provide seamless payment options, especially in markets with low credit card use. This is crucial for reaching younger and underbanked consumers—2 major segments of the gaming population.
Telcos like dtac in Thailand and Singtel in Singapore have gone a step further by launching their own gaming platforms and bundles (e.g., dtac Gaming Nation, RiotGO by Singtel). These services let telcos capture more of the value chain—offering game credits and exclusive content directly, without needing third-party platforms.
To sum up the opportunity: SEA telcos can turn their billing systems into strategic assets, using them to carve out a larger share of the fast-growing mobile gaming economy.
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