Games - Malaysia

  • Malaysia
  • Revenue in the Games market is projected to reach US$1,318.00m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.78%, resulting in a projected market volume of US$1,830.00m by 2029.
  • In global comparison, most revenue will be generated in China (US$128.90bn in 2024).
  • In the Games market, the number of users is expected to amount to 12.9m users by 2029.
  • User penetration will be 31.6% in 2024 and is expected to hit 35.4% by 2029.
  • The average revenue per user (ARPU) is expected to amount to [arpu_firstmarket_yeartoday].

Key regions: Europe, China, India, Japan, United States

 
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Analyst Opinion

The Games market in Malaysia has been experiencing significant growth in recent years, driven by changing customer preferences, emerging trends in the market, and local special circumstances. Customer preferences in the Games market in Malaysia have shifted towards mobile gaming, with an increasing number of consumers opting for gaming on their smartphones and tablets.

This preference can be attributed to the convenience and portability of mobile devices, allowing people to play games anytime and anywhere. Additionally, the availability of a wide range of mobile games, including popular titles and localized content, has also contributed to the popularity of mobile gaming in Malaysia. Another customer preference that has emerged in the Malaysian Games market is the demand for online multiplayer games.

This trend can be attributed to the growing popularity of esports and competitive gaming in the country. Malaysians are increasingly participating in online gaming tournaments and events, driving the demand for multiplayer games that offer a competitive and social gaming experience. In terms of trends in the market, the Games market in Malaysia has witnessed a surge in the popularity of virtual reality (VR) gaming.

VR technology has become more accessible and affordable, leading to an increase in the number of VR gaming enthusiasts in the country. The immersive and interactive nature of VR gaming has captivated Malaysian gamers, creating new opportunities for game developers and publishers. Another trend in the Malaysian Games market is the rise of game streaming and content creation.

Influencers and gamers are leveraging platforms such as YouTube and Twitch to showcase their gameplay and engage with their audience. This trend has not only created a new form of entertainment but also serves as a marketing channel for game developers and publishers to promote their games. Local special circumstances in Malaysia have also contributed to the growth of the Games market.

The country has a young and tech-savvy population, with a high smartphone penetration rate. This demographic profile, coupled with the increasing affordability of smartphones, has created a large potential market for mobile gaming. Furthermore, the government of Malaysia has been actively promoting the digital economy and the creative industry, including the Games sector.

Initiatives such as tax incentives and grants have encouraged the development of local game studios and the production of Malaysian-made games. This support from the government has fostered a thriving local game development ecosystem, contributing to the growth of the Games market in Malaysia. 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 Games market.

As people have more disposable income, they are willing to spend on leisure activities, including gaming. The growing middle class has also led to an expansion of the consumer base for the Games market, driving demand for a variety of gaming experiences. In conclusion, the Games market in Malaysia is experiencing growth due to evolving customer preferences, emerging trends, local special circumstances, and underlying macroeconomic factors.

The shift towards mobile gaming, the demand for online multiplayer games, the popularity of VR gaming, and the rise of game streaming and content creation are shaping the market landscape in Malaysia. With the support of the government and a favorable demographic profile, the Games market in Malaysia is expected to continue its upward trajectory.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. 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
  • Demographics
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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