Creative Software - ASEAN

  • ASEAN
  • Revenue in the Creative Software market is projected to reach US$114.90m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 3.88%, resulting in a market volume of US$139.00m by 2029.
  • In global comparison, most revenue will be generated in the United States (US$4,927.00m in 2024).

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

 
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Analyst Opinion

The ASEAN region has seen a steady growth in the Creative Software market in recent years.

Customer preferences:
The increasing demand for digital content creation has been a driving force for the growth of the Creative Software market in ASEAN. With the rise of social media and e-commerce, individuals and businesses are increasingly looking for ways to create engaging and visually appealing content to stand out in the crowded digital space. This has led to a surge in demand for creative software tools that enable users to create high-quality content easily and efficiently.

Trends in the market:
Indonesia and the Philippines are the two largest markets for Creative Software in ASEAN, driven by the growing number of small and medium-sized enterprises (SMEs) in these countries. These SMEs are increasingly using creative software tools to create marketing materials and digital content to promote their businesses. In contrast, Singapore and Malaysia have a more mature market for creative software, with a higher proportion of large enterprises using these tools for design and branding purposes.

Local special circumstances:
One of the unique characteristics of the ASEAN market is its diversity. Each country in the region has its own cultural and linguistic nuances, which can impact the demand for certain types of creative software. For example, in Thailand, there is a strong demand for video editing software due to the popularity of YouTube and other video-sharing platforms. In Vietnam, there is a growing interest in 3D modeling and animation software, driven by the country's burgeoning gaming and animation industry.

Underlying macroeconomic factors:
The growth of the Creative Software market in ASEAN is also closely tied to the region's economic development. As countries in the region continue to grow and develop, there is a greater demand for creative software tools that can help businesses and individuals create high-quality content. Additionally, the increasing availability of high-speed internet and affordable computing devices has made it easier for users to access and use these tools. As a result, the Creative Software market in ASEAN is expected to continue its growth trajectory in the coming years.

Methodology

Data coverage:

The data encompasses B2B, B2G, and B2C enterprises. Figures are based on the allocation to the country where the money was spent at manufacturer price level (excluding VAT).

Modeling approach / Market size:

The segment size is determined through a top-down approach. We use financial statements such as annual reports, quarterly earnings, and expert opinions to analyze the markets. To estimate the segment size for each country individually, we use relevant key market indicators and data from country-specific industry associations such as GDP, level of digitization, GDP sector composition, and observed level of software piracy.

Forecasts:

We use a variety of forecasting techniques, for instance, advanced statistical methods, depending on the behavior of the relevant segment. The main drivers are the GDP and the level of digitization.

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.

Overview

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