Download Games - Singapore

  • Singapore
  • Singapore is expected to reach a revenue of US$76.49m in the Download Games market market by 2024.
  • The market is forecasted to grow annually at a rate of 3.84% (CAGR 2024-2029), leading to a market volume of US$92.34m by 2029.
  • By 2029, the number of users in the Download Games market market in Singapore is estimated to be 1.1m users.
  • User penetration is projected to be 17.1% in 2024 and is anticipated to increase to 17.2% by 2029.
  • When compared globally, the in the United States is expected to generate the most revenue in the Download Games market market, reaching US$5,054.00m in 2024.
  • The average revenue per user (ARPU) in the Download Games market market in Singapore is projected to be US$73.74 in 2024.
  • The demand for downloadable games in Singapore's media market is surging, driven by a tech-savvy population and the convenience of digital entertainment.

Key regions: India, Japan, China, Europe, France

 
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Analyst Opinion

The Download Games market in Singapore has been experiencing significant growth in recent years.

Customer preferences:
One of the key factors driving the growth of the Download Games market in Singapore is the increasing popularity of mobile gaming. With the widespread adoption of smartphones and the availability of high-speed internet connections, more and more people are turning to mobile gaming as a form of entertainment. In addition, the convenience of being able to download games directly to their devices has made it easier for consumers to access and enjoy a wide variety of games.

Trends in the market:
Another trend in the Download Games market in Singapore is the rise of in-app purchases. Many game developers have adopted a freemium model, where the game itself is free to download and play, but players can make in-app purchases to unlock additional features or content. This has proven to be a successful monetization strategy, as players are willing to spend money on virtual items or upgrades within the game.

Local special circumstances:
Singapore has a strong gaming culture, with a large and active community of gamers. The country hosts various gaming events and tournaments, attracting both local and international participants. This has created a vibrant gaming ecosystem and has contributed to the growth of the Download Games market in Singapore.

Underlying macroeconomic factors:
The strong economy and high disposable income levels in Singapore have also played a role in the growth of the Download Games market. With a relatively affluent population, consumers in Singapore have the means to spend on entertainment and leisure activities, including gaming. Furthermore, the government's support for the technology and gaming industries has created a favorable environment for the development and distribution of download games. In conclusion, the Download Games market in Singapore is experiencing growth due to the increasing popularity of mobile gaming, the rise of in-app purchases, the strong gaming culture in the country, and the favorable macroeconomic factors. As the market continues to evolve, it is expected that the demand for download games in Singapore will continue to grow.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. 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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