Mobile Games - Singapore

  • Singapore
  • Revenue in the Mobile Games market is projected to reach US$71.37m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 4.01%, resulting in a projected market volume of US$86.89m by 2029.
  • In the Mobile Games market, the number of users is expected to amount to 1.5m users by 2029.
  • User penetration will be 21.4% in 2024 and is expected to hit 24.6% by 2029.
  • In global comparison, most revenue will be generated in China (US$34,660.00m in 2024).
  • The average revenue per user (ARPU) in the Mobile Games market is projected to amount to US$54.98 in 2024.

Key regions: United Kingdom, India, China, South Korea, Asia

 
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Analyst Opinion

The Mobile Games market in Singapore is experiencing significant growth and development.

Customer preferences:
Customers in Singapore have shown a strong preference for mobile games due to their convenience and accessibility. With the increasing popularity of smartphones and the widespread availability of high-speed internet, more people are turning to mobile games as a form of entertainment. Additionally, the younger demographic in Singapore, who are avid gamers, are driving the demand for mobile games.

Trends in the market:
One of the key trends in the mobile games market in Singapore is the rise of multiplayer games. These games allow players to connect and compete with each other in real-time, creating a more interactive and engaging gaming experience. The social aspect of multiplayer games appeals to Singaporean gamers, who enjoy playing with their friends and forming communities within the games. Another trend in the market is the increasing popularity of casual games. Casual games are easy to learn and play, making them accessible to a wide range of players. These games often have simple gameplay mechanics and can be played in short bursts, making them ideal for mobile gaming. The convenience and simplicity of casual games have made them a hit among Singaporean gamers.

Local special circumstances:
Singapore's strong mobile infrastructure and high smartphone penetration rate have contributed to the growth of the mobile games market. The country has one of the highest smartphone adoption rates in the world, with a large portion of the population owning smartphones. This widespread use of smartphones has created a large potential customer base for mobile games. Furthermore, Singapore's tech-savvy population and its status as a global business hub have attracted many international game developers and publishers to establish a presence in the country. This has led to a diverse range of mobile games being available in the Singaporean market, catering to different preferences and interests.

Underlying macroeconomic factors:
The strong economic growth and high disposable income in Singapore have also played a role in the development of the mobile games market. As people have more disposable income, they are willing to spend on mobile games and in-app purchases. This has created a lucrative market for game developers and publishers, encouraging them to invest in the Singaporean market. Additionally, the government's support for the technology and gaming industry has further fueled the growth of the mobile games market. Singapore has implemented various initiatives and policies to promote the development of the technology sector, including the gaming industry. These initiatives have attracted investment and talent to the country, contributing to the growth of the mobile games market. In conclusion, the Mobile Games market in Singapore is thriving due to customer preferences for convenience and accessibility, the rise of multiplayer and casual games, the country's strong mobile infrastructure and high smartphone penetration rate, the presence of international game developers, and the strong macroeconomic factors such as high disposable income and government support.

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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