Games - Cambodia

  • Cambodia
  • In Cambodia, revenue in the Games market is projected to reach US$131.40m in 2025.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2025-2029) of 8.41%, leading to a projected market volume of US$181.50m by 2029.
  • In a global context, the majority of revenue will be generated United States, which is expected to achieve US$141.80bn in 2025.
  • Within the Games market in Cambodia, the number of users is anticipated to reach 4.0m users by 2029.
  • User penetration in Cambodia will be 20.0% in 2025 and is projected to increase to 22.5% by 2029.
  • The average revenue per user (ARPU) is expected to amount to [arpu_firstmarket_yeartoday].
  • Cambodia's burgeoning digital landscape is fostering a vibrant games market, increasingly attracting local developers and international investment in innovative gaming experiences.

Key regions: United Kingdom, Germany, India, United States, South Korea

 
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Analyst Opinion

The Games market in Cambodia has experienced significant growth in recent years, driven by changing customer preferences and local special circumstances. Customer preferences in Cambodia have shifted towards mobile gaming, with an increasing number of people using smartphones and tablets to play games. This trend is in line with the global market, where mobile gaming has become the dominant platform. The convenience and accessibility of mobile gaming, coupled with the proliferation of affordable smartphones, have made it the preferred choice for many Cambodian gamers. In addition to mobile gaming, online gaming has also gained popularity in Cambodia. With the improvement of internet infrastructure and the availability of high-speed internet connections, more Cambodians are able to play online games and engage in multiplayer experiences. This trend is consistent with the global market, as online gaming continues to grow in popularity worldwide. Another factor contributing to the growth of the Games market in Cambodia is the increasing disposable income of the population. As Cambodia's economy continues to develop and incomes rise, more people are able to afford gaming devices and spend money on games. This trend is also observed in other emerging markets, where rising incomes have led to increased consumer spending on entertainment and leisure activities. Local special circumstances in Cambodia have also played a role in the development of the Games market. The country has a young population, with a significant proportion of the population under the age of 30. Younger people are more likely to be avid gamers and have a higher propensity to spend on games. Additionally, Cambodia has a growing middle class, which has contributed to the increased demand for gaming products and services. Underlying macroeconomic factors, such as GDP growth and urbanization, have also influenced the growth of the Games market in Cambodia. As the country's economy expands and more people move to urban areas, there is a greater demand for entertainment options, including gaming. This trend is observed in many developing countries, where urbanization and economic growth are driving the demand for leisure and entertainment activities. In conclusion, the Games market in Cambodia is experiencing growth due to changing customer preferences, local special circumstances, and underlying macroeconomic factors. The shift towards mobile and online gaming, coupled with the increasing disposable income of the population, has fueled the expansion of the market. Additionally, Cambodia's young population and growing middle class have contributed to the increased demand for gaming products and services. As the country's economy continues to develop and incomes rise, the Games market in Cambodia is expected to further expand in the coming years.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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