Retail constant value sales of video games will continue to exhibit vigorous growth between 2022 and 2027, albeit at a more modest rate than during the review period , as demand begins to mature. Entertainment habits formed during lockdown are likely to persist during the forecast period, while the wider target audience for video games in comparison to traditional toys and games is expected to ensure a continued strong performance in this category.
The dominance of mobile gaming will continue to deepen, supported by the rollout of 5G mobile networks, which will make mobile video games even more accessible and help to improve the mobile gaming experience, as well as the launch of increasingly powerful smartphones at relatively affordable prices. Here, the growing popularity of e-sports and live game streaming via YouTube or Switch will play an increasingly important role in influencing the types of mobile games that Thais consumers choose to play.
Demand for video games hardware is expected to decline over the forecast period, as consumers switch towards mobile and online games platforms. As a result of this trend, the value share held by both Sony and fellow Japanese company Nintendo Co Ltd is expected to continue to fall, with both static and hand-held consoles falling out of favour with local consumers.
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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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