Online Games - Malaysia

  • Malaysia
  • Revenue in the Online Games market is projected to reach US$26.19m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.58%, resulting in a projected market volume of US$36.02m by 2029.
  • In the Online Games market, the number of users is expected to amount to 5.2m users by 2029.
  • User penetration will be 13.2% in 2024 and is expected to hit 14.2% by 2029.
  • In global comparison, most revenue will be generated in China (US$6,532.00m in 2024).
  • The average revenue per user (ARPU) in the Online Games market is projected to amount to US$5.70 in 2024.

Key regions: United States, Europe, France, India, Asia

 
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Analyst Opinion

The Online Games market in Malaysia has been experiencing significant growth in recent years, driven by changing customer preferences and favorable local circumstances.

Customer preferences:
The increasing popularity of online gaming can be attributed to several customer preferences. Firstly, the convenience and accessibility of online games have made them a preferred choice for entertainment. With the rise of smartphones and high-speed internet connectivity, more Malaysians are able to access online games anytime and anywhere. Additionally, the social aspect of online gaming, such as multiplayer options and virtual communities, has attracted a large number of users who enjoy interacting with other players. Furthermore, the wide variety of game genres and options available in the online gaming market caters to diverse customer preferences, ensuring there is something for everyone.

Trends in the market:
One major trend in the online games market in Malaysia is the increasing popularity of mobile gaming. With the widespread adoption of smartphones, mobile gaming has become the preferred platform for many Malaysians. The convenience of playing games on mobile devices, coupled with the availability of a wide range of mobile games, has contributed to the growth of this segment. Another trend is the rise of esports in Malaysia. Esports tournaments and competitions have gained significant traction in recent years, attracting both players and spectators. The growing interest in esports has led to increased investment in gaming infrastructure and the development of professional esports teams in the country.

Local special circumstances:
Malaysia has a young and tech-savvy population, which has contributed to the growth of the online games market. The country has a high internet penetration rate, with a large percentage of the population having access to the internet. Additionally, the government has been supportive of the gaming industry, providing incentives and support for game developers and esports events. This has created a favorable environment for the growth of the online games market in Malaysia.

Underlying macroeconomic factors:
The strong economic growth in Malaysia has also played a role in the development of the online games market. As disposable incomes rise, more Malaysians are able to afford gaming devices and spend on online games. Furthermore, the increasing digitalization of the economy has created opportunities for online gaming companies to reach a larger customer base. The growth of the online games market in Malaysia is expected to continue in the coming years, driven by the increasing popularity of mobile gaming, the rise of esports, and favorable customer preferences and local circumstances.

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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