Download Games - Thailand

  • Thailand
  • In Thailand, revenue in the Download Games market market is projected to reach €112.70m in 2024.
  • This revenue is expected to show an annual growth rate (CAGR 2024-2029) of 4.54%, resulting in a projected market volume of €140.70m by 2029.
  • By 2029, the number of users in the Download Games market market in Thailand is expected to amount to 5.0m users.
  • User penetration in Thailand will be 6.8% in 2024 and is anticipated to rise to 6.9% by 2029.
  • In global comparison, most revenue will be generated the United States (€4,638.00m in 2024).
  • Furthermore, the average revenue per user (ARPU) in the Download Games market market in Thailand is projected to amount to €23.23 in 2024.
  • In Thailand, the Download Games market is experiencing a surge in popularity, driven by increasing smartphone penetration and a youthful, tech-savvy population.

Key regions: India, Japan, China, Europe, France

 
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Analyst Opinion

The Download Games market in Thailand has been experiencing significant growth in recent years.

Customer preferences:
Thai consumers have shown a strong preference for mobile gaming, which has contributed to the growth of the Download Games market. The convenience and portability of mobile devices have made them the preferred platform for gaming in Thailand. Additionally, Thai consumers have shown a preference for free-to-play games, which generate revenue through in-app purchases. This model has been successful in attracting a large user base and driving revenue growth in the market.

Trends in the market:
One of the key trends in the Download Games market in Thailand is the rise of multiplayer online games. Thai consumers are increasingly engaging in social gaming experiences, where they can connect and compete with friends and other players online. This trend has been driven by the growing popularity of esports in Thailand, with many players and teams gaining recognition and participating in international tournaments. The rise of esports has created a demand for multiplayer games that offer competitive gameplay and social interaction. Another trend in the market is the increasing popularity of casual and hyper-casual games. These games are characterized by simple mechanics and short gameplay sessions, making them ideal for mobile gaming. Thai consumers, like many others worldwide, enjoy playing these games during short breaks or while commuting. The availability of a wide variety of casual and hyper-casual games has contributed to the growth of the Download Games market in Thailand.

Local special circumstances:
Thailand has a large and growing population of smartphone users, which has been a driving force behind the growth of the Download Games market. The country has a high smartphone penetration rate, and many Thai consumers have access to affordable smartphones. This widespread adoption of smartphones has created a large potential customer base for Download Games. Furthermore, the Thai government has been supportive of the gaming industry, recognizing its potential for economic growth. The government has implemented policies to attract foreign game developers and encourage local game development. This support has created a favorable environment for the growth of the Download Games market in Thailand.

Underlying macroeconomic factors:
Thailand has experienced steady economic growth in recent years, which has contributed to the growth of the Download Games market. As disposable incomes have increased, more Thai consumers have been able to afford smartphones and spend money on in-app purchases. The growing middle class in Thailand has become an important market segment for the Download Games industry. Additionally, the increasing internet penetration rate in Thailand has made it easier for consumers to access and download games. As internet infrastructure continues to improve, more Thai consumers are gaining access to high-speed internet, enabling them to download and play games more easily. In conclusion, the Download Games market in Thailand is experiencing significant growth due to customer preferences for mobile gaming, the rise of multiplayer online games, and the increasing popularity of casual and hyper-casual games. Local special circumstances, such as the high smartphone penetration rate and government support, have also contributed to the growth of the market. Underlying macroeconomic factors, such as steady economic growth and increasing internet penetration, have further fueled the growth of the Download Games market in Thailand.

Methodology

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., 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.

Vue d’ensemble

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