Online Games - Southeast Asia

  • Southeast Asia
  • Revenue in the Online Games market is projected to reach US$0.55bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.11%, resulting in a projected market volume of US$0.74bn by 2029.
  • In the Online Games market, the number of users is expected to amount to 92.3m users by 2029.
  • User penetration will be 11.8% in 2024 and is expected to hit 12.8% 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$6.73 in 2024.

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

 
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Analyst Opinion

The Online Games market in Southeast Asia is experiencing significant growth and development.

Customer preferences:
Customers in Southeast Asia have shown a strong preference for online games, with a growing number of people engaging in gaming activities. This can be attributed to several factors, including the increasing availability of affordable smartphones and internet connectivity, as well as the rise of social gaming platforms. Additionally, the region's young population, which is known for its tech-savviness, has contributed to the growing popularity of online games.

Trends in the market:
One major trend in the Online Games market in Southeast Asia is the increasing popularity of mobile gaming. With the widespread adoption of smartphones, more and more people are turning to mobile devices as their primary gaming platform. This trend is driven by the convenience and portability of mobile gaming, allowing users to play games anytime and anywhere. As a result, mobile game developers are focusing on creating immersive and engaging experiences specifically designed for mobile devices. Another trend in the market is the rise of esports in Southeast Asia. Esports, or competitive video gaming, has gained a massive following in the region, with professional tournaments and leagues attracting millions of viewers. This trend has created opportunities for game developers, as they can create games specifically tailored for competitive gaming and capitalize on the growing esports market.

Local special circumstances:
One of the key factors contributing to the growth of the Online Games market in Southeast Asia is the region's large population. With over 650 million people, Southeast Asia offers a significant market for game developers. Additionally, the region's diverse cultures and languages present opportunities for localized game content, catering to the preferences of different countries within Southeast Asia. Furthermore, the increasing internet penetration and access to affordable smartphones in Southeast Asia have made online games more accessible to a larger audience. This has led to a higher engagement and adoption rate of online games, further driving the growth of the market in the region.

Underlying macroeconomic factors:
The growing Online Games market in Southeast Asia can also be attributed to the region's strong economic growth. As countries in Southeast Asia experience rapid development and rising disposable incomes, more people are able to afford gaming devices and invest in online gaming experiences. This has created a favorable environment for the Online Games market to thrive. Moreover, the increasing digitalization of Southeast Asian economies has created a conducive environment for the Online Games market. Governments in the region are actively promoting digital initiatives and investing in infrastructure, such as high-speed internet connectivity, to support the growth of the digital economy. This has facilitated the growth of the Online Games market by providing the necessary infrastructure and enabling a seamless online gaming experience for users. In conclusion, the Online Games market in Southeast Asia is experiencing significant growth and development due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. The region's strong economic growth, increasing internet penetration, and the rise of mobile gaming and esports have all contributed to the growth of the Online Games market in Southeast Asia. With a large and diverse population, Southeast Asia presents a lucrative market for game developers, who are capitalizing on the region's growing appetite for online gaming experiences.

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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