Games - Singapore

  • Singapore
  • Revenue in the Games market is projected to reach US$764.10m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 7.03%, resulting in a projected market volume of US$1,073.00m 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 2.1m users by 2029.
  • User penetration will be 32.9% in 2024 and is expected to hit 34.4% by 2029.
  • The average revenue per user (ARPU) is expected to amount to US$1,026.00.

Key regions: Europe, China, India, Japan, United States

 
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Analyst Opinion

The Games market in Singapore has been experiencing significant growth in recent years, driven by the increasing popularity of gaming among the population. Customer preferences have shifted towards mobile gaming, with a growing demand for immersive and interactive gaming experiences. Additionally, local special circumstances such as the high smartphone penetration rate and the government's support for the gaming industry have contributed to the market's development.

Customer preferences:
In Singapore, there is a strong preference for mobile gaming due to its convenience and accessibility. The majority of the population owns a smartphone, and this has led to a surge in mobile gaming downloads and in-app purchases. Customers are seeking games that provide engaging and interactive experiences, with high-quality graphics and multiplayer capabilities. The rise of esports has also attracted a significant number of gamers, with competitive gaming events and tournaments gaining popularity among both casual and professional gamers.

Trends in the market:
One of the key trends in the Games market in Singapore is the rise of mobile gaming. The availability of affordable smartphones and the widespread access to high-speed internet have made mobile gaming a popular choice among consumers. This trend is expected to continue as advancements in technology lead to more powerful and immersive gaming experiences on mobile devices. Additionally, the growing popularity of esports has created new opportunities for game developers, with an increasing demand for games that cater to competitive gaming. Another trend in the market is the emergence of virtual reality (VR) and augmented reality (AR) gaming. These technologies have the potential to revolutionize the gaming industry by providing users with a more immersive and interactive gaming experience. With the launch of VR headsets and AR-enabled devices, game developers are exploring new ways to incorporate these technologies into their games, creating a new market segment for VR and AR gaming in Singapore.

Local special circumstances:
Singapore's high smartphone penetration rate, which is one of the highest in the world, has played a significant role in the growth of the Games market. The widespread ownership of smartphones has made gaming more accessible to a larger audience, driving the demand for mobile games. Additionally, the government's support for the gaming industry through initiatives such as grants and funding programs has encouraged the development of local game studios and the creation of innovative games.

Underlying macroeconomic factors:
The strong economic growth and high disposable income levels in Singapore have contributed to the growth of the Games market. As people have more disposable income, they are willing to spend on entertainment and leisure activities, including gaming. Furthermore, Singapore's strategic location and its status as a global financial hub have attracted international game developers and investors, leading to the expansion of the local gaming industry. In conclusion, the Games market in Singapore is experiencing significant growth, driven by customer preferences for mobile gaming, the rise of esports, and the emergence of VR and AR gaming. Local special circumstances such as the high smartphone penetration rate and government support for the gaming industry have further fueled the market's development. The underlying macroeconomic factors, including strong economic growth and high disposable income levels, have also contributed to the market's expansion.

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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