Casual Games - Vietnam

  • Vietnam
  • The Casual Games market in Vietnam is expected to witness significant growth in the coming years.
  • In 2022, the total revenue in this market is projected to reach US$21.48m.
  • This projection indicates a promising future for the industry.
  • Furthermore, the market is anticipated to exhibit a steady annual growth rate of 9.73% from 2022 to 2027, resulting in a projected market volume of US$34.76m by 2027.
  • This growth is a testament to the increasing popularity and demand for casual games in Vietnam.
  • When it comes to revenue streams, the in-app purchase (IAP) segment is expected to be a major contributor, with projected revenue of US$12.65m in 2022.
  • This demonstrates the willingness of casual game players in Vietnam to make purchases within the game.
  • Additionally, the paid app revenue in the Casual Games market is projected to reach US$1.10m in 2022.
  • This revenue stream highlights the willingness of users to pay upfront for access to premium casual games.
  • Advertising revenue is also expected to play a significant role in the Casual Games market in Vietnam, with a projected revenue of US$7.73m in 2022.
  • This indicates the growing interest of advertisers in reaching the large user base of casual games.
  • Moving on to the number of downloads, it is projected to reach 353.50m downloads in 2022.
  • This substantial figure reflects the popularity and widespread adoption of casual games in Vietnam.
  • Furthermore, the average revenue per download is expected to amount to US$0.06.
  • This metric showcases the revenue generated per individual download, providing insights into the monetization potential of the casual gaming market.
  • In a global comparison, it is noteworthy that in the United States generates the highest revenue in the Casual Games market, with a projected revenue of US$5,463.00m in 2022.
  • This indicates the dominance of the US market in terms of revenue generation.
  • Overall, the Casual Games market in Vietnam is poised for growth, with various revenue streams and a large user base driving its expansion.
  • The projected numbers illustrate the potential and opportunities that lie ahead for the industry in the coming years.

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

Region comparison

Analyst Opinion

Since the start of Apple, Inc.'s App Store in 2008 with around 500 apps, mobile apps have come to dominate the digital economy and have quickly outpaced the demand for desktop applications. As of 2021, the Apple App Store and Google Play Store had more than 5 million apps combined. Because many apps from the West are not available in China, many new app stores have emerged there. Digital lifestyles around the world now depend on adopting mobile apps, especially when it comes to social networking. The games industry has also been thoroughly transformed by the app revolution and is demonstrated by the fact that the games category is the largest and highest-grossing app category.


Data coverage:

The data encompasses B2C enterprises. Figures are based on revenue from in-app purchases, revenue from the purchase of apps, and revenue from advertising, as well as the number of downloads for each app category.

Modeling approach:

Market sizes are determined through a bottom-up approach, building on a specific rationale for each market segment. As a basis for evaluating markets, we use market data from independent databases and third-party sources, current trends, and reported performance indicators of top market players. In addition, we use relevant key market indicators and data from country-specific associations, such as smartphone users and mobile broadband connections. This data helps us estimate the market size for each country individually.


In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, 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/capita, level of digitization, and consumer attitudes toward apps.

Additional notes:

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 case market dynamics change.


  • Revenue
  • Market Shares
  • Downloads
  • Users
  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
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