Mobile Games - Southeast Asia

  • Southeast Asia
  • Revenue in the Mobile Games market is projected to reach US$3.14bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 7.13%, resulting in a projected market volume of US$4.43bn by 2029.
  • In the Mobile Games market, the number of users is expected to amount to 169.3m users by 2029.
  • User penetration will be 20.1% in 2024 and is expected to hit 23.5% 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$22.55 in 2024.

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

 
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Region
 
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Analyst Opinion

The Mobile Games market in Southeast Asia has been experiencing significant growth in recent years.

Customer preferences:
One of the main reasons for this growth is the increasing popularity of smartphones and the widespread availability of mobile internet in the region. Southeast Asia has a young and tech-savvy population that is highly engaged with mobile devices. As a result, there is a strong demand for mobile games among consumers in the region.

Trends in the market:
One of the key trends in the mobile games market in Southeast Asia is the rise of casual and hyper-casual games. These games are easy to pick up and play, making them popular among a wide range of users. Additionally, the freemium model, where games are free to download but offer in-app purchases, has become increasingly prevalent in the region. This model allows developers to monetize their games while still attracting a large user base. Another trend in the market is the increasing popularity of multiplayer and social games. With the rise of social media and online communities, gamers in Southeast Asia are looking for opportunities to connect and compete with friends and other players. This has led to the growth of mobile games that offer multiplayer features and social integration.

Local special circumstances:
One of the unique aspects of the mobile games market in Southeast Asia is the diversity of the region. Each country has its own cultural preferences and gaming habits. For example, in Indonesia, strategy and role-playing games are particularly popular, while in Thailand, puzzle and arcade games are more popular. Game developers need to take these cultural differences into account when designing and marketing their games in the region.

Underlying macroeconomic factors:
The growing middle class and increasing disposable income in Southeast Asia have also contributed to the growth of the mobile games market. As more people have access to smartphones and mobile internet, they are able to spend more on entertainment, including mobile games. Additionally, the rapid urbanization and infrastructure development in the region have improved internet connectivity and made it easier for people to access and download mobile games. In conclusion, the Mobile Games market in Southeast Asia is experiencing significant growth due to the increasing popularity of smartphones, the strong demand for mobile games among the young and tech-savvy population, and the rise of casual and social games. The market is also influenced by local cultural preferences and the growing middle class in the region. With these factors in play, the mobile games market in Southeast Asia is expected to continue its growth trajectory in the coming years.

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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