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Games - Cambodia

Cambodia
  • In Cambodia, revenue in the Games market is projected to reach US$119.50m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 8.71%, 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$128.10bn in 2024.
  • 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 19.3% in 2024 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.

Definition:

The games market refers to the entire industry involved in the creation, development, publishing, distribution, and monetization of video games. This market encompasses a wide range of products, including console games, PC games, mobile games, and online games. It also includes hardware and accessories such as gaming consoles, controllers, and virtual reality headsets. The games market is a rapidly growing industry, with millions of people worldwide playing video games and billions of dollars in revenue generated each year.

Structure:

The games market contains out of several different markets, such as Physically Sold Video Games, Mobile Games or Cloud Gaming. Information on all the other markets can be found on the relevant page.

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 download games, mobile games, online games and gaming networks can also be found in the digital market insights in the video games market. Key players in the market are companies like Activision (Call of Duty), PUBG Mobile or GeForce Now. For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Games Live Streaming, such as Twitch
  • Download Games, such as downloading from Steam
  • Cloud Gaming, such as GeForce Now
  • Mobile Games, such as PUBG Mobile
  • online and offline sales, such as from physical stores or online shops

Out-Of-Scope

  • Demo/Trial versions of video games
  • Free-to-play gaming apps
Games: market data & analysis - Cover

Market Insights report

Games: market data & analysis

Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Notes: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.

    Most recent update: Aug 2024

    Most recent update: Nov 2024

    Source: Statista Market Insights

    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.

    Users

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Key Players

    Most recent update: Mar 2024

    Source: Statista Company Insights

    Global Comparison

    Most recent update: Nov 2024

    Source: Statista Market Insights

    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.

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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