Mobile Games - ASEAN

  • ASEAN
  • In ASEAN, revenue in the Mobile Games market market is projected to reach US$3.51bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 8.43%, resulting in a projected market volume of US$5.26bn by 2029.
  • In the Mobile Games market market within ASEAN, the number of users is expected to amount to 169.1m users by 2029.
  • User penetration in ASEAN will be 20.1% in 2024 and is expected to hit 23.5% by 2029.
  • In global comparison, most revenue will be generated United States (US$34,300.00m in 2024).
  • The average revenue per user (ARPU) in the Mobile Games market market in ASEAN is projected to amount to US$25.27 in 2024.
  • In ASEAN, Indonesia's mobile games market is rapidly evolving, driven by increasing smartphone penetration and a growing appetite for immersive gaming experiences among youth.

Key regions: Japan, Germany, South Korea, China, Asia

 
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Analyst Opinion

The Mobile Games market in ASEAN has been experiencing significant growth in recent years, driven by the increasing popularity of smartphones and the growing demand for entertainment on the go.

Customer preferences:
Customers in the ASEAN region have shown a strong preference for mobile games due to their convenience and accessibility. With the majority of the population owning smartphones, mobile games have become a popular form of entertainment for people of all ages. The ability to play games anytime and anywhere has made mobile gaming a preferred choice over traditional gaming platforms. Additionally, the wide variety of mobile game genres available, from casual puzzle games to immersive multiplayer experiences, caters to the diverse preferences of ASEAN consumers.

Trends in the market:
One of the key trends in the ASEAN mobile games market is the rise of esports. Esports, or competitive video gaming, has gained significant traction in the region, with professional gaming tournaments attracting large audiences both online and offline. This trend has led to the development of mobile games specifically designed for esports competitions, further driving the growth of the market. Additionally, the integration of social features in mobile games, such as multiplayer modes and in-game chat, has enhanced the social aspect of gaming and increased user engagement.

Local special circumstances:
Each country in the ASEAN region has its own unique characteristics and local special circumstances that influence the mobile games market. For example, in countries like Indonesia and the Philippines, where internet penetration is still relatively low in rural areas, mobile games that can be played offline or with minimal internet connectivity are more popular. On the other hand, in countries like Singapore and Malaysia, where internet connectivity is more widespread, online multiplayer games and games with high-quality graphics are in high demand.

Underlying macroeconomic factors:
The growing middle class in ASEAN countries has played a significant role in the development of the mobile games market. As disposable incomes rise, more people are able to afford smartphones and spend money on mobile games. Additionally, the increasing penetration of internet services and the improving infrastructure for mobile connectivity have made it easier for people to access and download mobile games. The rapid urbanization and technological advancements in the region have also contributed to the growth of the mobile games market, as more people become familiar with mobile technology and seek entertainment options on their smartphones. Overall, the Mobile Games market in ASEAN is experiencing robust growth due to the increasing affordability and availability of smartphones, the preference for convenience and accessibility, the rise of esports, and the unique characteristics of each country in the region. With the continued development of infrastructure and the growing middle class, the mobile games market in ASEAN is expected to continue its upward trajectory in the coming years.

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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