Download Games - Vietnam

  • Vietnam
  • Revenue in the Download Games market is projected to reach US$45.96m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.38%, resulting in a projected market volume of US$59.73m by 2029.
  • In the Download Games market, the number of users is expected to amount to 4.7m users by 2029.
  • User penetration will be 4.5% in 2024 and is expected to hit 4.6% by 2029.
  • In global comparison, most revenue will be generated in the United States (US$5,054.00m in 2024).
  • The average revenue per user (ARPU) in the Download Games market is projected to amount to US$10.29 in 2024.

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

 
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Analyst Opinion

The Download Games market in Vietnam has been experiencing significant growth in recent years. Customer preferences have shifted towards digital gaming, leading to an increase in the demand for downloadable games. This trend can be attributed to several factors, including advancements in technology, changing consumer behavior, and the rise of mobile gaming.

Customer preferences:
Vietnamese customers have shown a growing preference for downloadable games over physical copies. This can be attributed to the convenience and accessibility offered by digital gaming. With the increasing penetration of smartphones and affordable internet connectivity, more people in Vietnam have access to online gaming platforms. This has led to a shift in consumer behavior, with a greater emphasis on digital downloads rather than physical purchases.

Trends in the market:
One of the key trends in the Download Games market in Vietnam is the rise of mobile gaming. The widespread adoption of smartphones has made gaming more accessible to a larger audience. Mobile games are convenient, portable, and often free to download, making them extremely popular among Vietnamese consumers. This trend is expected to continue, with mobile gaming projected to dominate the market in the coming years. Another trend in the market is the increasing popularity of multiplayer online games. Vietnamese gamers are increasingly looking for social experiences and interactive gameplay. Multiplayer online games provide the opportunity to connect with friends and other players, creating a sense of community and competition. This trend is driving the demand for downloadable games that offer multiplayer features and online connectivity.

Local special circumstances:
Vietnam has a young and tech-savvy population, which contributes to the growth of the Download Games market. The country has a large number of gamers, with a significant portion being young adults and teenagers. This demographic is more likely to embrace digital gaming and explore new gaming experiences. Additionally, the relatively low cost of smartphones and internet connectivity in Vietnam makes it easier for people to access and download games.

Underlying macroeconomic factors:
The growing Download Games market in Vietnam can also be attributed to favorable macroeconomic factors. The country has been experiencing steady economic growth, leading to an increase in disposable income. As a result, more people are able to afford smartphones and invest in gaming experiences. Furthermore, the government has been supportive of the gaming industry, creating a favorable regulatory environment for game developers and publishers. This has encouraged the growth of the Download Games market in Vietnam. In conclusion, the Download Games market in Vietnam is experiencing significant growth due to changing customer preferences, including a shift towards digital gaming and the rise of mobile gaming. The young and tech-savvy population, along with favorable macroeconomic factors, have contributed to the expansion of the market. As technology continues to advance and consumer behavior evolves, the Download Games market in Vietnam is expected to continue its upward trajectory.

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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