Online Games - Cambodia

  • Cambodia
  • In Cambodia, revenue in the Online Games market market is projected to reach US$5.52m in 2025.
  • This revenue is expected to demonstrate an annual growth rate (CAGR 2025-2029) of 6.00%, leading to a projected market volume of US$6.97m by 2029.
  • In this market, the number of users in Cambodia is anticipated to amount to 1.9m users by 2029.
  • User penetration in Cambodia will be 9.6% in 2025 and is predicted to rise to 10.7% by 2029.
  • In a global context, the majority of revenue will be generated China (US$6,895.00m in 2025).
  • Additionally, the average revenue per user (ARPU) in Cambodia's Online Games market market is projected to reach US$3.34 in 2025.
  • Cambodia's burgeoning online gaming sector reflects a youthful population increasingly drawn to digital entertainment, signaling a shift in cultural consumption patterns.

Key regions: France, South Korea, Europe, India, Asia

 
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Analyst Opinion

The Online Games market in Cambodia has been experiencing significant growth in recent years, driven by the increasing popularity of online gaming among consumers.

Customer preferences:
Cambodian consumers have shown a strong preference for online games, as they provide a convenient and accessible form of entertainment. Online games allow users to play anytime and anywhere, without the need for expensive gaming consoles or physical copies of games. Additionally, the social aspect of online gaming, such as multiplayer options and the ability to connect with friends, has also contributed to its popularity.

Trends in the market:
One of the key trends in the Cambodian online games market is the rise of mobile gaming. With the widespread adoption of smartphones and the availability of affordable mobile data plans, more and more Cambodians are accessing online games through their mobile devices. This trend is expected to continue as the country's mobile penetration rate increases and more affordable smartphones become available. Another trend in the market is the growing popularity of esports in Cambodia. Esports refers to competitive video gaming, where professional players compete against each other in organized tournaments. This trend has been fueled by the increasing interest in competitive gaming among Cambodian youth, as well as the growing number of esports events and competitions in the country. The rise of esports has also led to the development of a professional gaming industry in Cambodia, with players, teams, and sponsors emerging in the market.

Local special circumstances:
One of the unique aspects of the Cambodian online games market is the dominance of free-to-play games. Free-to-play games are games that can be downloaded and played for free, but offer optional in-game purchases or advertisements to generate revenue. This model has been successful in Cambodia, as it allows consumers to access and enjoy games without the need for upfront payment. Additionally, the affordability of in-game purchases makes it easier for Cambodian gamers to spend money on virtual items or upgrades.

Underlying macroeconomic factors:
The growth of the online games market in Cambodia can be attributed to several underlying macroeconomic factors. Firstly, the country has experienced rapid economic growth in recent years, leading to an increase in disposable income among consumers. This has allowed more Cambodians to afford gaming devices and internet access, driving the demand for online games. Furthermore, the improving internet infrastructure in Cambodia has played a crucial role in the development of the online games market. As internet speeds and connectivity improve, more Cambodians are able to access online games seamlessly and enjoy a smooth gaming experience. The government's efforts to expand internet coverage and reduce the cost of internet services have also contributed to the growth of the online games market. In conclusion, the Online Games market in Cambodia is experiencing significant growth due to the preferences of Cambodian consumers for convenient and accessible entertainment. The rise of mobile gaming and esports, along with the dominance of free-to-play games, are key trends in the market. The growth is supported by underlying macroeconomic factors such as increasing disposable income 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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