The average revenue per user in the 'Online Games' segment of the media market in Malaysia was forecast to continuously increase between 2024 and 2029 by in total 1.3 U.S. dollars (+22.81 percent). After the twelfth consecutive increasing year, the average revenue per user is estimated to reach 6.98 U.S. dollars and therefore a new peak in 2029. Notably, the average revenue per user of the 'Online Games' segment of the media market was continuously increasing over the past years.
Data provided by Statista Market Insights are estimates.
Definition:
Online games such as Fortnite and World of Warcraft are video games that can be played over the internet with other players from around the world. These games are designed to be immersive and engaging, allowing players to interact with each other in a virtual world. Players can create their own avatars, complete quests, battle enemies, and participate in various activities. The games are often structured as ongoing narratives, with new content regularly added to keep the experience fresh and exciting. Online games like these have become increasingly popular in recent years, creating new communities and social experiences for players. Online games can be divided into subscription-based games, such as World of Warcraft, or games that are for free, which allow in game purchases, such as Fortnite.
Additional information:
The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through in-game purchases, consumer spending on games, and subscription fees. Additional definitions for each market can be found within the respective market pages. Market numbers for online games can also be found in the Advertising & Media Insights in the digital video games market. Key players in the market are companies like Activision (Call of Duty), Blizzard (World of Warcraft) or Epic Games (Fortnite) For more information on the data displayed, use the info button right next to the boxes.
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Statista. (October 15, 2024). Average revenue per user (ARPU) of the online gaming market in Malaysia from 2017 to 2029 [Graph]. In Statista. Retrieved November 05, 2024, from https://www.statista.com/forecasts/1482803/malaysia-online-games-arpu
Statista. "Average revenue per user (ARPU) of the online gaming market in Malaysia from 2017 to 2029." Chart. October 15, 2024. Statista. Accessed November 05, 2024. https://www.statista.com/forecasts/1482803/malaysia-online-games-arpu
Statista. (2024). Average revenue per user (ARPU) of the online gaming market in Malaysia from 2017 to 2029. Statista. Statista Inc.. Accessed: November 05, 2024. https://www.statista.com/forecasts/1482803/malaysia-online-games-arpu
Statista. "Average Revenue per User (Arpu) of The Online Gaming Market in Malaysia from 2017 to 2029." Statista, Statista Inc., 15 Oct 2024, https://www.statista.com/forecasts/1482803/malaysia-online-games-arpu
Statista, Average revenue per user (ARPU) of the online gaming market in Malaysia from 2017 to 2029 Statista, https://www.statista.com/forecasts/1482803/malaysia-online-games-arpu (last visited November 05, 2024)
Average revenue per user (ARPU) of the online gaming market in Malaysia from 2017 to 2029 [Graph], Statista, October 15, 2024. [Online]. Available: https://www.statista.com/forecasts/1482803/malaysia-online-games-arpu