Games - Southeast Asia

  • Southeast Asia
  • In Southeast Asia, revenue in the Games market is projected to reach US$13,500.00m in 2024.
  • Revenue is anticipated to exhibit an annual growth rate (CAGR 2024-2029) of 8.04%, leading to a projected market volume of US$19,870.00m by 2029.
  • In a global context, the majority of revenue will be generated United States, with a forecast of US$128.10bn in 2024.
  • Within the Games market in Southeast Asia, the number of users is expected to amount to 207.1m users by 2029.
  • User penetration is forecasted to be 25.4% in 2024, increasing to 28.8% by 2029.
  • The average revenue per user (ARPU) is expected to amount to [arpu_firstmarket_yeartoday].
  • The gaming industry in Southeast Asia, particularly in Indonesia, is experiencing a surge in mobile game popularity driven by increasing internet accessibility and a youthful demographic.

Key regions: United Kingdom, Germany, India, United States, South Korea

 
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Analyst Opinion

The Games market in Southeast Asia is experiencing significant growth and development, driven by customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. Customer preferences in the Games market in Southeast Asia are shifting towards mobile gaming. With the increasing penetration of smartphones and the availability of affordable data plans, more and more people in the region are turning to mobile devices for gaming. This preference for mobile gaming is driven by the convenience and accessibility it offers. Additionally, the popularity of multiplayer online battle arena (MOBA) games is on the rise, with games like Mobile Legends: Bang Bang gaining a large following in Southeast Asia. These customer preferences are fueling the growth of the Games market in the region. Trends in the market indicate a growing focus on esports and competitive gaming in Southeast Asia. Esports tournaments and events are becoming increasingly popular, attracting both local and international players and spectators. The rise of esports has led to the emergence of professional gaming teams and the creation of dedicated esports arenas. This trend is driven by the region's young population, who are highly engaged with gaming and esports culture. The increasing popularity of esports is expected to further drive the growth of the Games market in Southeast Asia. Local special circumstances also contribute to the development of the Games market in Southeast Asia. The region has a large and growing middle class with disposable income, which allows for increased spending on gaming. Moreover, Southeast Asia has a vibrant gaming community and a strong presence of local game developers. This has led to the creation of localized games that cater to the preferences and interests of the Southeast Asian audience. The support and promotion of local game developers by governments and industry associations also play a role in the growth of the Games market in the region. Underlying macroeconomic factors are also influencing the Games market in Southeast Asia. The region's economies are experiencing steady economic growth, leading to increased consumer spending power. This economic growth has resulted in a larger consumer base for the Games market. Additionally, the improving internet infrastructure and connectivity in Southeast Asia have made online gaming more accessible to a larger population. These macroeconomic factors create a favorable environment for the growth and development of the Games market in the region. In conclusion, the Games market in Southeast Asia is experiencing significant growth and development due to customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. The shift towards mobile gaming, the rise of esports, the support for local game developers, and the region's economic growth are all contributing to the positive trajectory of the Games market in Southeast Asia.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. 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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