Mobile Games - Malaysia

  • Malaysia
  • In Malaysia, revenue in the Mobile Games market market is projected to reach US$313.40m in 2024.
  • This revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 7.58%, leading to a projected market volume of US$451.60m by 2029.
  • By 2029, the number of users in the Mobile Games market market in Malaysia is anticipated to amount to 10.3m users.
  • User penetration in Malaysia will be 24.3% in 2024 and is expected to increase to 28.2% by 2029.
  • In a global context, the most revenue will be generated United States, with a figure of US$34,300.00m in 2024.
  • The average revenue per user (ARPU) in the Mobile Games market market in Malaysia is projected to be US$37.21 in 2024.
  • In Malaysia, the mobile games market is experiencing a surge in popularity, driven by the increasing penetration of smartphones and youth engagement.

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

 
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Analyst Opinion

The Mobile Games market in Malaysia has been experiencing significant growth in recent years.

Customer preferences:
Customers in Malaysia have shown a strong preference for mobile games, with a large portion of the population owning smartphones. This has led to an increase in demand for mobile games, as they provide a convenient and accessible form of entertainment. Additionally, customers in Malaysia have shown a preference for games that are free to download and play, with in-app purchases available for additional features or content. This freemium model has become increasingly popular in the mobile games market worldwide, and Malaysia is no exception.

Trends in the market:
One of the key trends in the mobile games market in Malaysia is the rise of multiplayer and social gaming. As more people in Malaysia own smartphones, the ability to connect and play with friends and other players online has become increasingly important. This trend is driven by the desire for social interaction and competition, as well as the ability to play games anytime and anywhere. As a result, mobile games that offer multiplayer features and social integration have seen significant success in the Malaysian market. Another trend in the mobile games market in Malaysia is the increasing popularity of casual and hyper-casual games. These types of games are easy to pick up and play, and require minimal time and effort from the player. They are often designed to be played in short bursts, making them ideal for the mobile gaming experience. The popularity of casual and hyper-casual games in Malaysia can be attributed to the busy lifestyles of many Malaysians, who are looking for quick and entertaining forms of relaxation.

Local special circumstances:
One of the unique aspects of the mobile games market in Malaysia is the influence of local culture and traditions. Malaysia is a diverse country with a rich cultural heritage, and this is reflected in the types of games that are popular among Malaysians. Games that incorporate elements of Malaysian culture, such as traditional music, food, and festivals, have resonated with local players. Additionally, games that are available in multiple languages, including Malay, English, and Chinese, have a wider appeal in the Malaysian market.

Underlying macroeconomic factors:
The growth of the mobile games market in Malaysia can be attributed to several underlying macroeconomic factors. Firstly, the increasing affordability and availability of smartphones has made mobile gaming accessible to a larger portion of the population. Additionally, the rising disposable income levels in Malaysia have allowed more people to spend money on mobile games and in-app purchases. Finally, the improving internet infrastructure in the country has contributed to the growth of the mobile games market, as it allows for faster and more reliable connectivity, enabling a better gaming experience. In conclusion, the Mobile Games market in Malaysia has been growing rapidly in recent years, driven by customer preferences for mobile gaming, the rise of multiplayer and social gaming, the popularity of casual and hyper-casual games, the influence of local culture and traditions, and underlying macroeconomic factors such as the affordability and availability of smartphones, rising disposable income levels, and improving internet infrastructure.

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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