Mobile Games - Cambodia

  • Cambodia
  • In Cambodia, the Mobile Games market is predicted to experience significant growth in the coming years.
  • According to projections, the revenue in this market is expected to reach US$39.02m by 2024.
  • Furthermore, it is estimated that the revenue will continue to increase at a compound annual growth rate (CAGR 2024-2027) of 9.02%.
  • This growth will result in a projected market volume of US$50.56m by 2027.
  • The number of users in the Mobile Games market is also expected to rise steadily in Cambodia.
  • It is projected that by 2027, the number of users will reach 3.1m users.
  • In 2024, the user penetration rate is anticipated to be 15.2%, and it is predicted to increase to 17.1% by 2027.
  • When compared globally, China is expected to generate the highest revenue in the Mobile Games market.
  • In 2024, China's revenue is estimated to be US$34,660.00m, surpassing other countries.
  • In terms of average revenue per user (ARPU), the Mobile Games market in Cambodia is projected to reach US$14.54 in 2024.
  • This metric provides insight into the average amount of revenue generated per user in the market.
  • Cambodia's mobile games market is rapidly growing, driven by the increasing popularity of competitive multiplayer and strategy games among the country's young population.

Key regions: Germany, France, United Kingdom, China, South Korea

 
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Analyst Opinion

While already being by far the biggest Video Games market, the Mobile Games market still bears a huge growth potential for the coming years. New adaptions of the mobile gaming hit Pokémon Go, games like Harry Potter: Wizards Unite and Nintendo’s growing support for Mobile Games are essential driving forces for the market’s future development. Also, mobile versions of the popular online games Fortnite and PUBG have a huge impact on the market’s growth.

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., the Statista Global Consumer Survey), 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). GCS data is reweighted for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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