Gaming Networks - Malaysia

  • Malaysia
  • The Gaming Networks market in Malaysia is projected to experience significant growth in the coming years.
  • According to estimates, the revenue in this market is expected to reach US$14.92m in 2024.
  • This indicates a positive trend that is likely to continue, with an annual growth rate (CAGR 2024-2027) of 8.83%.
  • If this growth rate is maintained, the market volume is projected to reach US$19.23m by 2027.
  • Furthermore, the number of users in the Gaming Networks market is expected to increase steadily, reaching 1.1m users by 2027.
  • This highlights the growing popularity of gaming networks among the Malaysian population.
  • User penetration, which measures the percentage of the population using gaming networks, is predicted to rise from 2.5% in 2024 to 3.1% by 2027.
  • When compared globally, it is noteworthy that in the United States is expected to generate the highest revenue in the Gaming Networks market, with an estimated revenue of US$757.60m in 2024.
  • This indicates the dominance of the US market and its significant contribution to the overall revenue generated by gaming networks worldwide.
  • In terms of average revenue per user (ARPU), it is projected to amount to US$17.66 in 2024.
  • This metric provides insights into the financial performance of gaming networks and indicates the average revenue generated per user in Malaysia.
  • Overall, the Gaming Networks market in Malaysia is poised for growth, with projected revenue figures, user numbers, and user penetration rates all showing positive trends.
  • This indicates a favorable environment for businesses operating in this market segment.
  • "Malaysia's gaming network market is experiencing a surge in mobile gaming, with a growing number of Malaysians embracing smartphone gaming as their preferred form of entertainment."

Key regions: South Korea, Germany, India, United Kingdom, China

Region comparison

Analyst Opinion

The Gaming Networks market is deeply interrelated with the consoles market and depends on the attractiveness of the attached online services. While established networks like PlayStation Plus and Xbox Live have already been available on Sony’s and Microsoft’s current console generation from day one, Nintendo Switch Online was launched with a delay of more than one year after the Nintendo Switch had gone on sale. This explains the sudden jump of revenue and user figures in 2018. Also, the release of a new generation of consoles incites the willingness to try out gaming networks. We expect the same development for the anticipated release of the next generation of consoles in the coming years, thus leading to higher growth rates in 2020 and 2021.


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., the Statista Global Consumer Survey), 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.


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). GCS data is reweighted for representativeness.


  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Key Players
  • Methodology
  • Key Market Indicators
Please wait


Get in touch with us. We are happy to help.
Statista Locations
Contact Meredith Alda
Meredith Alda
Sales Manager– Contact (United States)

Mon - Fri, 9am - 6pm (EST)

Contact Yolanda Mega
Yolanda Mega
Operations Manager– Contact (Asia)

Mon - Fri, 9am - 5pm (SGT)

Contact Kisara Mizuno
Kisara Mizuno
Senior Business Development Manager– Contact (Asia)

Mon - Fri, 10:00am - 6:00pm (JST)

Contact Lodovica Biagi
Lodovica Biagi
Director of Operations– Contact (Europe)

Mon - Fri, 9:30am - 5pm (GMT)

Contact Carolina Dulin
Carolina Dulin
Group Director - LATAM– Contact (Latin America)

Mon - Fri, 9am - 6pm (EST)