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Casual Games - Thailand

Thailand
  • The Casual Games market in Thailand is anticipated to witness significant growth in the coming years.
  • According to projections, the total revenue is expected to reach US$58.06m in 2022.
  • This represents a substantial figure, highlighting the market's potential in the country.
  • Furthermore, the market is predicted to exhibit an impressive annual growth rate of 9.11% from 2022 to 2027, resulting in a projected market volume of US$90.06m by 2027.
  • This steady growth showcases the increasing popularity and demand for Casual Games market in Thailand.
  • Breaking down the revenue streams within the Casual Games market, it is projected that in-app purchases (IAP) will contribute significantly, reaching US$43.80m in 2022.
  • This indicates the willingness of consumers to invest in additional features and content within these games.
  • Additionally, paid app revenue is expected to reach US$2.34m in 2022, demonstrating that a portion of users are willing to pay upfront for access to premium Casual Games market.
  • Moreover, advertising revenue within the market is projected to reach US$11.92m in 2022, highlighting the potential for companies to monetize through advertisements within these games.
  • The number of downloads in the Casual Games market is also expected to rise significantly, reaching 290.60m downloads in 2022.
  • This surge in downloads indicates the growing interest and engagement among users in Thailand.
  • Currently, the average revenue per download is estimated to be US$0.20.
  • This metric highlights the financial benefit that developers and publishers can derive from each download, emphasizing the profitability of the Casual Games market.
  • In a global comparison, it is noteworthy that United States generates the highest revenue in the Casual Games market, projected to reach a staggering US$5.46bn in 2022.
  • This demonstrates the dominance of the United States in terms of revenue generation within this market segment.
  • Overall, the Casual Games market in Thailand is poised for substantial growth, with various revenue streams contributing to its success.
  • The projected figures for revenue, downloads, and average revenue per download exemplify the opportunities for developers, publishers, and stakeholders in the country's gaming industry.

Definition:

Casual game apps are easy to understand and designed for quick bursts of play. They are an ideal diversion during short breaks. A strong emphasis is placed on bold sounds, colors, and animations that awaken the senses. Candy Crush by the video game developer King is the undisputed master of casual game apps. With its humorous activities of throwing angry wingless birds, toppling buildings, and defeating green pigs, Angry Birds is also a classic in this category.

Additional Information:

We consider three different sources of revenue:
  • Revenue from in-app purchases (IAP) that comes from the purchase of features, upgrades, and subscriptions within an app
  • Paid app revenue from the one-time purchase of an app
  • Advertising revenue obtained from showing ads within an app
Our statistics include the revenue earned by developers and also the revenue earned by stores through commissions.

In-Scope

  • Apps that can be downloaded from major app stores such as Apple, Inc.'s App Store and the Google Play store, or in the case of China, from stores such as Huawei AppGallery and Tencent Appstore.
  • Apps that are run on iPhones and Android phones.

Out-Of-Scope

  • Apps exclusively offered by Microsoft Store and Amazon Appstore for Android.
  • Custom-made apps not available from any official app store.
  • B2B/C2C app sales of any kind.
  • Subscription revenues outside of in-app purchases (for example, Netflix and Spotify use their own payment systems outside of their apps).
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Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Most recent update: Mar 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: Mar 2024

    Most recent update: Mar 2024

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Market Shares

    Notes: Data reflects only revenue from in-app purchases.

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Downloads

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Users

    Most recent update: Mar 2024

    Source: adjoe

    Analyst Opinion

    Since the start of Apple, Inc.'s App Store in 2008 with around 500 apps, mobile apps have come to dominate the digital economy and have quickly outpaced the demand for desktop applications. As of 2021, the Apple App Store and Google Play Store had more than 5 million apps combined. Because many apps from the West are not available in China, many new app stores have emerged there. Digital lifestyles around the world now depend on adopting mobile apps, especially when it comes to social networking. The games industry has also been thoroughly transformed by the app revolution and is demonstrated by the fact that the games category is the largest and highest-grossing app category.

    Global Comparison

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Methodology

    Data coverage:

    The data encompasses B2C enterprises. Figures are based on revenue from in-app purchases, revenue from the purchase of apps, and revenue from advertising, as well as the number of downloads for each app category.

    Modeling approach:

    Market sizes are determined through a bottom-up approach, building on a specific rationale for each market segment. As a basis for evaluating markets, we use market data from independent databases and third-party sources, current trends, and reported performance indicators of top market players. In addition, we use relevant key market indicators and data from country-specific associations, such as smartphone users and mobile broadband connections. This data helps us estimate the market size for each country individually.

    Forecasts:

    In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, 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/capita, level of digitization, and consumer attitudes toward apps.

    Additional notes:

    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 case market dynamics change.

    Digital

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    App: market data & analysis - BackgroundApp: market data & analysis - Cover

    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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