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Online Games - Thailand

Thailand
  • In Thailand, revenue in the Online Games market market is projected to reach US$69.64m in 2024.
  • This revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 5.19%, leading to a projected market volume of US$89.69m by 2029.
  • Within Thailand's Online Games market market, the number of users is anticipated to amount to 6.0m users by 2029.
  • User penetration in Thailand will be 7.5% in 2024 and is expected to increase to 8.4% by 2029.
  • In a broader global context, most revenue will be generated China, which is projected to reach US$6.53bn in 2024.
  • The average revenue per user (ARPU) in Thailand's Online Games market market is projected to be US$12.88 in 2024.
  • Thailand's online gaming market is experiencing a surge in popularity, driven by increased mobile connectivity and a growing youth demographic seeking immersive entertainment experiences.

Definition:

Online games such as Fortnite and World of Warcraft are video games that can be played over the internet with other players from around the world. These games are designed to be immersive and engaging, allowing players to interact with each other in a virtual world. Players can create their own avatars, complete quests, battle enemies, and participate in various activities. The games are often structured as ongoing narratives, with new content regularly added to keep the experience fresh and exciting. Online games like these have become increasingly popular in recent years, creating new communities and social experiences for players. Online games can be divided into subscription-based games, such as World of Warcraft, or games that are for free, which allow in game purchases, such as Fortnite.

Additional information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through in-game purchases, consumer spending on games, and subscription fees. Additional definitions for each market can be found within the respective market pages. Market numbers for online games can also be found in the Advertising & Media Insights in the digital video games market. Key players in the market are companies like Activision (Call of Duty), Blizzard (World of Warcraft) or Epic Games (Fortnite) For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Free-to-play games with in-game purchases for additional premium contents or functionalities
  • Massive multiplayer online games (MMOGs)

Out-Of-Scope

  • Sale of physical video games
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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 Online Games market in Thailand has experienced significant growth in recent years, driven by evolving customer preferences, emerging trends in the market, local special circumstances, and underlying macroeconomic factors.

    Customer preferences:
    Thailand has a large and growing population of gamers who are increasingly turning to online games for entertainment. The convenience and accessibility of online gaming platforms, combined with the wide variety of games available, have made them popular among Thai consumers. Additionally, the younger generation in Thailand has grown up with technology and is more inclined to engage in online gaming activities.

    Trends in the market:
    One of the key trends in the online games market in Thailand is the rise of mobile gaming. With the increasing penetration of smartphones and affordable data plans, more and more Thai consumers are playing games on their mobile devices. This trend has been further fueled by the availability of high-quality mobile games and the growing popularity of esports in Thailand. Another notable trend is the emergence of virtual reality (VR) and augmented reality (AR) gaming. Thai consumers are showing a growing interest in immersive gaming experiences, and VR and AR technologies offer a new level of engagement and interactivity. This trend is expected to continue as VR and AR gaming technologies become more affordable and accessible.

    Local special circumstances:
    Thailand has a vibrant gaming culture and a strong community of gamers. The country has hosted several gaming events and tournaments, attracting both local and international players. The government has also been supportive of the gaming industry, providing incentives for game developers and fostering the growth of esports in the country. These factors have contributed to the overall development of the online games market in Thailand.

    Underlying macroeconomic factors:
    Thailand's strong economic growth and increasing disposable income have played a significant role in the development of the online games market. As more Thai consumers have the financial means to access and purchase online games, the market has expanded. Additionally, the country's improving internet infrastructure and the availability of high-speed internet connections have made online gaming more accessible to a larger segment of the population. In conclusion, the Online Games market in Thailand has experienced significant growth due to evolving customer preferences, emerging trends in the market, local special circumstances, and underlying macroeconomic factors. The rise of mobile gaming, the emergence of VR and AR gaming, the vibrant gaming culture, and the country's strong economic growth have all contributed to the development of the online games market in Thailand. With continued advancements in technology and infrastructure, the market is expected to further expand in the coming years.

    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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