Board Games - Thailand

  • Thailand
  • The Board Games market in Thailand is set to experience significant growth in the coming years.
  • According to projections, the total revenue in this market is expected to reach €2.09m Thai Baht in 2022.
  • This revenue is anticipated to grow at an annual rate of 7.28% (CAGR 2022-2027), resulting in a projected market volume of €2.79m Thai Baht by 2027.
  • When examining the revenue breakdown within the Board Games market, it is estimated that in-app purchases (IAP) will contribute €1.46m Thai Baht in 2022, while paid app revenue is projected to reach €0.16m Thai Baht in the same year.
  • Additionally, advertising revenue is expected to amount to €0.47m Thai Baht in 2022.
  • Furthermore, the number of downloads in the Board Games market is expected to reach 21.17m downloads in 2022.
  • Currently, the average revenue per download is estimated to be €0.10 Thai Baht.
  • In a global comparison, in the United States leads the way in terms of revenue generation within the Board Games market.
  • It is projected that in the United States will generate approximately €1,090.00m Thai Baht in 2022.
  • This showcases the dominance of the US market in this industry.
  • These figures highlight the promising growth potential of the Board Games market in Thailand.
  • With a strong projected revenue and increasing market volume, it is an industry worth keeping an eye on.

Key regions: Europe, South Korea, United States, Germany, Japan

 
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Comparaison de régions
 
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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.

Methodology

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.

Forecasts:

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.

Vue d’ensemble

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