Games - Philippines

  • Philippines
  • Revenue in the Games market is projected to reach US$3,264.00m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.90%, resulting in a projected market volume of US$4,556.00m 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 45.0m users by 2029.
  • User penetration will be 33.2% in 2024 and is expected to hit 35.2% 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 Philippines has been experiencing steady growth in recent years, driven by the increasing popularity of gaming among the population.

Customer preferences:
Filipino gamers have shown a strong preference for mobile gaming, with mobile games accounting for a significant portion of the market. This can be attributed to the widespread availability of smartphones and the affordability of mobile data plans. Additionally, multiplayer online battle arena (MOBA) games have gained immense popularity in the country, with many Filipinos actively participating in competitive gaming tournaments.

Trends in the market:
One notable trend in the Games market in Philippines is the rise of esports. Esports tournaments and competitions have gained significant traction in the country, attracting both local and international players and audiences. This trend is driven by the growing interest in competitive gaming and the increasing availability of high-speed internet connectivity, which enables seamless online gaming experiences. As a result, there has been a surge in investments in esports infrastructure and the establishment of esports teams and organizations in the country. Another trend in the market is the increasing integration of virtual reality (VR) and augmented reality (AR) technologies in gaming experiences. Filipino gamers are embracing these immersive technologies, which offer a more interactive and engaging gameplay experience. This trend is supported by the advancements in VR and AR technology, as well as the availability of affordable VR headsets and accessories.

Local special circumstances:
The strong presence of internet cafes in the Philippines has contributed to the growth of the Games market. Internet cafes provide affordable access to gaming facilities and high-speed internet, making gaming accessible to a wider audience. These cafes also serve as social hubs for gamers, allowing them to connect and compete with fellow players.

Underlying macroeconomic factors:
The growing middle class in the Philippines has contributed to the expansion of the Games market. As disposable incomes increase, more individuals are able to afford gaming devices and invest in gaming experiences. Additionally, the country's young population and high internet penetration rate create a favorable environment for the growth of the Games market. In conclusion, the Games market in Philippines is experiencing growth due to customer preferences for mobile gaming and the rise of esports. The integration of VR and AR technologies in gaming experiences is also a notable trend. The presence of internet cafes and the country's growing middle class are contributing factors to the market's development. Overall, the Games market in Philippines is poised for further expansion in the coming years.

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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