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Mobile Games - Cambodia

Cambodia
  • In Cambodia, the revenue in the Mobile Games market market is projected to reach US$39.02m in 2024.
  • Revenue in this sector is expected to show an annual growth rate (CAGR 2024-2029) of 8.68%, resulting in a projected market volume of US$59.17m by 2029.
  • In the Mobile Games market market withCambodia, the number of users is expected to amount to 3.4m users by 2029.
  • User penetration in Cambodia will be 15.7% in 2024 and is expected to hit 18.9% by 2029.
  • In global comparison, most revenue in the Mobile Games market market will be generated United States, with a figure of US$34.30bn in 2024.
  • The average revenue per user (ARPU) in Cambodia's Mobile Games market market is projected to amount to US$14.54 in 2024.
  • In Cambodia, the mobile games market is rapidly evolving, driven by increasing smartphone penetration and a young, tech-savvy population eager for innovative gaming experiences.

Definition:

The mobile games market encompasses the development, distribution, and consumption of video games specifically designed for mobile devices such as smartphones and tablets. These games are typically available for download through mobile app stores and often feature a wide range of genres, including casual, puzzle, strategy, and action games, catering to diverse audiences globally.

Additional Information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through purchases and in-app purchases. Key players in the market are companies, such as Tencent Holdings Limited, Activision Blizzard, and Supercell.

In-Scope

  • Gaming-applications for smart devices such as smartphones and tablets
  • Paid app-downloads (single purchases) such as Minecraft
  • Freemium games that are free to download, but allow in-app-purchases such as Candy Crush Saga and Subway Surfers

Out-Of-Scope

  • Physical video games for mobile consoles/handhelds
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 Mobile Games market in Cambodia has experienced significant growth in recent years, driven by changing customer preferences and the increasing availability of smartphones.

    Customer preferences:
    Cambodian consumers have shown a growing interest in mobile gaming, with a preference for casual and social games that can be played on the go. This is reflected in the popularity of puzzle games, arcade games, and multiplayer online games. The convenience of playing games on smartphones has also contributed to the rise in mobile gaming, as it allows users to access a wide range of games anytime, anywhere.

    Trends in the market:
    One of the key trends in the Cambodian mobile games market is the increasing adoption of in-app purchases. As more players become invested in mobile games, they are willing to spend money on virtual goods, upgrades, and additional content to enhance their gaming experience. This trend has opened up new revenue streams for game developers and publishers, who can monetize their games through microtransactions. Additionally, the rise of mobile esports has gained traction in Cambodia, with competitive gaming tournaments and events attracting a growing number of players and spectators.

    Local special circumstances:
    Cambodia has a young and tech-savvy population, with a high smartphone penetration rate. This has created a favorable environment for the growth of the mobile games market, as more people have access to smartphones and can easily download and play games. Furthermore, the relatively low cost of smartphones and data plans in Cambodia has made mobile gaming more affordable and accessible to a wider audience.

    Underlying macroeconomic factors:
    The economic growth and increasing disposable income in Cambodia have also contributed to the development of the mobile games market. As people have more discretionary income, they are more likely to spend money on entertainment and leisure activities, including mobile gaming. Additionally, the improving internet infrastructure in the country has made it easier for users to download and play mobile games without experiencing significant lag or connectivity issues. In conclusion, the Mobile Games market in Cambodia has seen significant growth due to changing customer preferences, the increasing availability of smartphones, and the adoption of in-app purchases. The young and tech-savvy population, along with the growing disposable income and improving internet infrastructure, have created a favorable environment for the development of the mobile games market in Cambodia. As the market continues to evolve, it is expected that there will be further innovations and advancements in mobile gaming technology, leading to continued growth in the industry.

    Users

    Most recent update: Nov 2024

    Source: Statista Market 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 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.

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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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