Download Games - Malaysia

  • Malaysia
  • Revenue in the Download Games market is projected to reach US$160.50m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.67%, resulting in a projected market volume of US$211.50m by 2029.
  • In the Download Games market, the number of users is expected to amount to 6.8m users by 2029.
  • User penetration will be 17.8% in 2024 and is expected to hit 18.7% by 2029.
  • In global comparison, most revenue will be generated in the United States (US$5,054.00m in 2024).
  • The average revenue per user (ARPU) in the Download Games market is projected to amount to US$26.09 in 2024.

Key regions: Japan, France, Asia, United Kingdom, India

 
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Analyst Opinion

The Download Games market in Malaysia is experiencing significant growth and development in recent years. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors have all contributed to this positive trajectory.

Customer preferences in Malaysia have shifted towards digital gaming, with an increasing number of consumers opting for downloadable games instead of physical copies. This can be attributed to several factors, including the convenience of instant access, the ability to play games on multiple devices, and the growing popularity of online multiplayer gaming. Additionally, the younger generation in Malaysia, who are more tech-savvy and digitally connected, are driving the demand for download games.

Trends in the market also play a crucial role in the development of the Download Games market in Malaysia. The rise of mobile gaming has been a significant trend, with more and more Malaysians playing games on their smartphones and tablets. This shift towards mobile gaming has been fueled by the increasing availability of high-quality mobile games, the affordability of smartphones, and the widespread access to mobile internet.

Another trend in the market is the growing popularity of online multiplayer games, which allow players to connect and compete with others from around the world. This trend has been facilitated by the improvement in internet infrastructure in Malaysia, making it easier for gamers to connect and play with others online. The rise of esports, or competitive gaming, has also contributed to the growth of the Download Games market in Malaysia, as more players are seeking to compete at a professional level.

Local special circumstances in Malaysia have also contributed to the development of the Download Games market. The country has a large and young population, with a high percentage of internet users, making it an attractive market for gaming companies. Additionally, Malaysia has a vibrant gaming community, with numerous gaming events and conventions held throughout the year.

These events provide opportunities for gamers to connect, compete, and showcase their skills, further fueling the demand for download games. Underlying macroeconomic factors, such as the increasing disposable income and the growing middle class in Malaysia, have also played a role in the development of the Download Games market. As more Malaysians have the means to purchase gaming devices and software, the demand for download games has naturally increased.

Furthermore, the government's efforts to promote the digital economy and the development of the technology sector have created a conducive environment for the growth of the Download Games market. In conclusion, the Download Games market in Malaysia is experiencing significant growth and development due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. The shift towards digital gaming, the rise of mobile gaming, the popularity of online multiplayer games, the vibrant gaming community, and the favorable macroeconomic conditions have all contributed to the positive trajectory of the market in Malaysia.

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., 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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