Gaming Networks - Malaysia

  • Malaysia
  • Revenue in the Gaming Networks market is projected to reach US$14.92m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 8.18%, resulting in a projected market volume of US$22.11m by 2029.
  • In the Gaming Networks market, the number of users is expected to amount to 1.2m users by 2029.
  • User penetration will be 2.4% in 2024 and is expected to hit 3.4% by 2029.
  • In global comparison, most revenue will be generated in the United States (US$757.60m in 2024).
  • The average revenue per user (ARPU) in the Gaming Networks market is projected to amount to US$17.66 in 2024.

Key regions: South Korea, Asia, Germany, India, China

 
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Analyst Opinion

The Gaming Networks market in Malaysia is experiencing significant growth and development, driven by several key factors. Customer preferences for online gaming and multiplayer experiences have contributed to the expansion of the market. Additionally, local special circumstances, such as the increasing availability of high-speed internet and the rise of esports, have further fueled the growth of the gaming networks industry in Malaysia.

Customer preferences:
In Malaysia, there is a strong demand for online gaming and multiplayer experiences. This can be attributed to the increasing popularity of smartphones and the accessibility of internet services. Malaysians are avid gamers, and they enjoy connecting with friends and strangers alike through online gaming platforms. The convenience and flexibility of playing games online, anytime and anywhere, have made gaming networks a preferred choice for many Malaysians.

Trends in the market:
One of the key trends in the gaming networks market in Malaysia is the rise of esports. Esports refers to competitive video gaming, where professional players compete against each other in organized tournaments. Malaysia has seen a significant increase in the number of esports events and tournaments, attracting both local and international participants. This trend has not only boosted the popularity of gaming networks but has also created new opportunities for gamers, content creators, and event organizers. Another trend in the market is the growing integration of social features within gaming networks. Many gaming platforms now offer social networking features, allowing players to connect, communicate, and collaborate with each other. This has created a sense of community among gamers, fostering engagement and loyalty. The social aspect of gaming networks has become a key driver for their continued growth and development in Malaysia.

Local special circumstances:
The availability of high-speed internet has played a significant role in the growth of the gaming networks market in Malaysia. With the increasing coverage and affordability of internet services, more Malaysians have access to online gaming platforms. This has led to a larger user base and increased engagement within the gaming networks. Furthermore, the government of Malaysia has recognized the potential of the gaming industry and has been actively supporting its development. Initiatives such as the Malaysia Digital Economy Corporation (MDEC) have been established to promote and nurture the digital economy, including the gaming sector. These efforts have created a favorable environment for the growth of gaming networks in Malaysia.

Underlying macroeconomic factors:
The growing gaming networks market in Malaysia is also influenced by underlying macroeconomic factors. The country's strong economic growth and increasing disposable income have contributed to the rising demand for gaming networks. As Malaysians have more purchasing power, they are willing to invest in gaming consoles, high-performance computers, and other gaming devices, driving the growth of the market. In conclusion, the gaming networks market in Malaysia is experiencing significant growth and development due to customer preferences for online gaming and multiplayer experiences. The rise of esports and the integration of social features within gaming networks have further fueled this growth. Local special circumstances, such as the availability of high-speed internet and government support, have created a favorable environment for the market's expansion. Additionally, underlying macroeconomic factors, including strong economic growth and increasing disposable income, have contributed to the growth of the gaming networks 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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