Video games in Singapore is set to maintain current value growth throughout the forecast period, with increases anticipated for both video games hardware and software. Anticipation of new consoles and games titles is at an all-time high in Singapore, igniting excitement and speculation amongst gamers across the country.
The availability of up to 100 games for PlayStation VR2 is undoubtedly a significant milestone, showcasing the breadth and diversity of the content that VR platforms can offer. From immersive experiences and innovative gameplay mechanics to visually stunning worlds, these games hold the potential to captivate Singaporean gamers and provide endless hours of entertainment.
Games such as Mobile Legends, Call of Duty, and PUBG have amassed a significant following in Singapore, primarily due to their immersive multiplayer settings, which offer thrilling and competitive gaming experiences. These games are expected to continue growing in popularity amongst the Singaporean gaming community for several compelling reasons.
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Understand the latest market trends and future growth opportunities for the Video Games industry in Singapore with research from Euromonitor International's team of in-country analysts – experts by industry and geographic specialisation.
Key trends are clearly and succinctly summarised alongside the most current research data available. Understand and assess competitive threats and plan corporate strategy with our qualitative analysis, insight and confident growth projections.
If you're in the Video Games industry in Singapore, our research will help you to make informed, intelligent decisions; to recognise and profit from opportunity, or to offer resilience amidst market uncertainty.
Video Games
This is the aggregation of video games hardware and video games software. Electronic/computerised educational toys such as Speak & Spell and LeapFrog are excluded from video games and included under pre-school. Video gaming population refers to the population that played a game at least once in the last 6 months on any covered platform. This includes players who have not spent any money on game purchases or in-game content purchases.
See All of Our DefinitionsThis report originates from Passport, our Video Games research and analysis database.
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