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Games - Thailand

Thailand
  • In Thailand, revenue in the Games market is projected to reach US$2.37bn in 2025.
  • Revenue is expected to show an annual growth rate (CAGR 2025-2029) of 7.09%, resulting in a projected market volume of US$3.12bn by 2029.
  • In global comparison, most revenue will be generated United States, which is expected to generate US$141.84bn in 2025.
  • In Thailand's Games market, the number of users is anticipated to amount to 10.8m users by 2029.
  • User penetration in Thailand will be 13.3% in 2025 and is expected to increase to 14.9% by 2029.
  • The average revenue per user (ARPU) in Thailand is expected to amount to US$1.01k.
  • Thailand's gaming industry is increasingly embracing mobile platforms, reflecting a growing consumer preference for accessible and interactive entertainment options.

Definition:

The games market refers to the entire industry involved in the creation, development, publishing, distribution, and monetization of video games. This market encompasses a wide range of products, including console games, PC games, mobile games, and online games. It also includes hardware and accessories such as gaming consoles, controllers, and virtual reality headsets. The games market is a rapidly growing industry, with millions of people worldwide playing video games and billions of dollars in revenue generated each year.

Structure:

The games market contains out of several different markets, such as Physically Sold Video Games, Mobile Games or Cloud Gaming. Information on all the other markets can be found on the relevant page.

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 download games, mobile games, online games and gaming networks can also be found in the digital market insights in the video games market. Key players in the market are companies like Activision (Call of Duty), PUBG Mobile or GeForce Now. For more information on the data displayed, use the info button right next to the boxes.
In-Scope
  • Games Live Streaming, such as Twitch
  • Download Games, such as downloading from Steam
  • Cloud Gaming, such as GeForce Now
  • Mobile Games, such as PUBG Mobile
  • online and offline sales, such as from physical stores or online shops
Out-Of-Scope
  • Demo/Trial versions of video games
  • Free-to-play gaming apps
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: Jan 2025

    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: Jan 2025

    Source: Statista Market Insights

    Analyst Opinion

    The Games Market within the Media Market in Thailand is witnessing moderate growth, influenced by factors such as the rising popularity of mobile gaming, increasing internet penetration, and a growing interest in esports among the younger population.

    Customer preferences:
    In Thailand's Games Market, there is a notable shift towards social and collaborative gaming experiences, reflecting a cultural preference for community engagement. Gamers are increasingly drawn to multiplayer and co-op games that foster social interaction, often influenced by local festivals and events that emphasize togetherness. Additionally, the growing interest in mobile esports is reshaping consumer preferences, with younger audiences seeking competitive gaming experiences that also allow for social sharing on platforms like Facebook and Twitch, enhancing the communal aspect of gaming culture.

    Trends in the market:
    In Thailand's Games Market, there is a significant rise in the popularity of social and collaborative gaming experiences, driven by a cultural emphasis on community and shared interactions. This trend is seeing gamers gravitate towards multiplayer and co-op games that enhance social connections, often inspired by local festivals. Additionally, the surge in mobile esports is attracting younger audiences, who prioritize competitive gaming that enables social sharing on platforms like Facebook and Twitch. This shift underscores the importance of community in gaming, prompting industry stakeholders to innovate and adapt their offerings to align with these evolving consumer preferences.

    Local special circumstances:
    In Thailand, the Games Market is thriving due to a unique blend of cultural traditions and technological advancements. The country's strong emphasis on community and social interactions encourages the popularity of multiplayer and co-op games, often inspired by local festivals, fostering a sense of belonging among players. Additionally, the rapid growth of mobile technology and affordable internet access has made gaming more accessible, particularly for the younger demographic. Regulatory support for esports has further fueled this trend, positioning Thailand as a vibrant hub for innovative gaming experiences that resonate with local values and social engagement.

    Underlying macroeconomic factors:
    The expansion of the Games Market in Thailand is significantly shaped by macroeconomic factors such as technological innovation, government support, and demographic trends. The rapid adoption of smartphones and the internet has enhanced accessibility, particularly among the youth, who are key consumers. Additionally, favorable fiscal policies promoting digital entrepreneurship and investments in tech infrastructure are bolstering the gaming ecosystem. Global trends towards virtual interaction and entertainment further amplify local engagement, making Thailand an attractive destination for game developers and publishers aiming to tap into a culturally rich and socially connected market.

    Users

    Most recent update: Jan 2025

    Source: Statista Market Insights

    Demographics

    Most recent update: Mar 2024

    Sources: Statista Market Insights, Statista Consumer Insights Global

    Global Comparison

    Most recent update: Jan 2025

    Source: Statista Market Insights

    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.

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    Games: market data & analysis - BackgroundGames: market data & analysis - Cover

    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Jan 2025

    Source: Statista Market Insights

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