Over the forecast period, retail value (constant 2023 prices) sales of video games are projected to continue to witness strong growth, albeit at a slower rate than in the review period. This is partly due to a maturing of demand following very strong growth development.
The dominance of mobile gaming is not only poised to continue, but to significantly expand in the forecast period, propelled by the advent and widespread availability of 5G technology. This next-generation mobile network is expected to revolutionise the mobile gaming landscape by providing faster, more reliable internet connections.
The transition from physical to digital gaming is set to accelerate, bolstered by emerging trends in hardware design and subscription service offerings. The latest generation of static consoles underscores this shift, with manufacturers offering more affordable versions devoid of optical drives, thereby phasing out support for disc-based games.
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Understand the latest market trends and future growth opportunities for the Video Games industry in Thailand 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 Thailand, 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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