Segments - Southeast Asia Gaming Market by Game Types (Action, Shooter, Role-playing, Sports, and Others), Device Types (Smartphones, PC/MMO, TV/Console, Head Mounted Displays, Smart TVs, and Tablets), End-users (Men, Women, and Kids), and By Southeast Asia (Indonesia, Thailand, Malaysia, Singapore, Vietnam, and The Philippines) - Southeast Asia Industry Analysis, Growth, Share, Size, Trends, and Forecast 2023 – 2031
The Southeast Asia Gaming Market size was valued at USD 14.74 Billion in 2022 and is likely to reach USD 14.99 Billion by 2031 expanding at a CAGR of 0.19 % during 2023 – 2031. Gaming is a major source of amusement for a large number of individual especially teenage population around the world. It provides users several benefits such as acquiring knowledge of working in teams and aids in providing a sense of accomplishment.
As a result, such a sense of self-satisfaction and pleasure is predicted to gain traction. Furthermore, it is an effective tool for calming down hyperactive children and entertaining older folks who have more leisure time.
The report on Southeast Asia gaming market includes an assessment of the market, size, share, trends, segments, and regional markets. Overview and dynamics have been included in the report.
Attributes |
Details |
Report Title |
Gaming Market - Southeast Asia Industry Analysis, Growth, Share, Size, Trends, and Forecast |
Base Year |
2022 |
Historic Data |
2016 to 2021 |
Forecast Period |
2023–2031 |
Segmentation |
Game Types (Action, Shooter, Role-playing, Sports, and Others), Device Types (Smartphones, PC/MMO, TV/Console, Head Mounted Displays, Smart TVs, and Tablets), End-Users (Men, Women, and Kids) |
Geographical Scope |
Indonesia, Thailand, Malaysia, Singapore, Vietnam, and The Philippines |
Report Coverage |
Market scope, analysis, share, competitive analysis, growth facts, restraints, opportunities, and revenue forecast |
Key Players Covered in the Report |
Microsoft Corporation; Electronic Arts Inc; Valve Corporation; Sony Group Corporation; Nvidia Corporation; Bandai Namco Holdings Inc; Rovio Entertainment Corporation; Tencent; Nintendo Co., Ltd; Alibaba; and Activision Blizzard, Inc. |
Based on game types, the Southeast Asia gaming market is segregated into action, shooter, role-playing, sports, and others. The shooter segment is projected to hold significant market share. Shooter games with 3D realistic graphics that frequently include multiplayer capability, appealing weaponry and characters, and obsessively demanding tactical tasks. As a result, these play an important part in attracting additional players to this sort of game.
On the basis of device types, the market is segmented into smartphones, PC/MMO, TV/console, head mounted displays, smart TVs, and tablets. The smartphones segment is anticipated to account for a substantial share owing to the growing number of smartphone owners. Many game creators are moving their focus to increase game creation, notably for mobile phones. Market participants are capitalizing on the broad usage of tablets and smartphones to expand their consumer base; hence, boosting their profitability.
In terms of end-users, the Southeast Asia gaming market is divided into men, women, and kids. The men segment is anticipated to register a substantial growth during the projected timeline due to the enormous variety of games available on the market such as sports, racing, action, and others, which are designed to be more male-oriented than females. As a result, this contributes significantly to male domination in the sector.
Furthermore, continuing improvements to 5G smartphones result in high speed and low latency qualities, resulting in a greater acceptance of cloud gaming for gamers. The women segment, however, is expected to hold substantial market share in the coming years. As more ladies are inspired by internet gaming websites such as YouTube, where they can acquire loyal fans eager to financially support their channels, there is a progressive rise of women gamers.
In terms of the geography, the market is categorized as Indonesia, Thailand, Malaysia, Singapore, Vietnam, and The Philippines. Indonesia is expected to dominate the market owing to the country's fast-rising smartphone market and also the growing number of 5G infrastructure construction initiatives in the country.
With the sub-region, the Philippines has a large number of smartphone users, accounting for over 16% of the total share of the regional mobile phone users. The growing desire for online gaming among teenagers as well as an increase in the number of investments by top gaming businesses, is projected to boost market growth in the country.
Key players in the Southeast Asia gaming market are Microsoft Corporation; Electronic Arts Inc; Valve Corporation; Sony Group Corporation; Nvidia Corporation; Bandai Namco Holdings Inc; Rovio Entertainment Corporation; Tencent; Nintendo Co., Ltd; Alibaba; and Activision Blizzard, Inc.
These players have widely engaged in several market development activities including collaborations, agreements, mergers & acquisitions, production capacity expansion, new product launches, and partnerships to strengthen their geographical presence and expand their customer base globally.