Video games performed strongly during the COVID-19 crisis as the Malaysia Movement Control Order (MCO) and consumer concerns about viral transmission through social contact resulted in demand for forms of entertainment to help pass long periods of home seclusion. One way of keeping the whole family happy is to play multiplayer video games together, or become involved in e-sport events as either participants or audience.
KBS (Malaysia’s Ministry of Youth and Sports) has introduced the Esports Integrated (ESI) agency to aid in the implementation of the National eSports Roadmap. By 2021, ESI’s headquarters in the Spacerubix community centre in Puchong will be made into the ministry’s e-sports hub, serving as a tournament venue, training ground for both amateur players and professional teams, and an area for e-sports networking.
Having become the largest player in video games in 2019, Shanghai Moonton Technology extended its lead in 2020 due to its continued strong increase in share in mobile games, which is the largest category within video games. The company is best-known for its mobile multiplayer online battle arena game, Mobile Legends: Bang Bang.
Video games saw its consumer base expanded by the experiences of the COVID-19 crisis, as consumers looked for new ways to entertain both themselves and their children in the long hours spent at home. While the return to more hectic lifestyles in the wake of the pandemic will reduce opportunities for playing video games, it is likely that many consumers will continue to engage in them.
Even as the waning of the immediate threat from COVID-19 leads to a revival of busy lifestyles, consumers who have become acquainted with video games during lockdown will have the opportunity to play mobile games on-the-go. Mobile games is expected to be amongst the most dynamic categories in video games during the forecast period, with the deep penetration of smartphones and improved connectivity supporting its expansion.
Physical software is expected to remain the most popular format for console games throughout the forecast period. Continued concerns about the reliability of internet connections will support the preference for physical software amongst console gamers, as well as the opportunity to sell products on once they are finished with.
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Understand the latest market trends and future growth opportunities for the Video Games industry in Malaysia with research from Euromonitor International's team of in-country analysts – experts by industry and geographic specialisation.
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This report originates from Passport, our Video Games research and analysis database.
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