The days of static consoles may be numbered, as the streaming of video games (with the game hosted on a far-away server and streamed to a local device, such as a smartphone, tablet or a smart TV) is set to go mainstream during the forecast period. Some industry sources go so far as to predict that the current generation (PlayStation 5 and Xbox Series S and X) will be the last generation of static consoles.
Mobile gaming and online gaming are expected to continue to grow steadily over the forecast period. Indeed, by the end of the forecast period, mobile and online gaming will account for well over four-fifths of retail value sales in the video games category between them.
AR/VR headsets will continue to grow in popularity during the forecast period, albeit from quite a low base. They will mainly appeal to more affluent local consumers seeking a more immersive gaming experience.
Files are delivered directly into your account soon after payment is received and any tax is certification is verified (where applicable).
This report comes in PDF with additional info in Excel included.
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.
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 Malaysia, our research will help you to make informed, intelligent decisions; to recognise and profit from opportunity, or to offer resilience amidst market uncertainty.
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 Definitions
This report originates from Passport, our Video Games research and analysis database.
If you purchase a report that is updated in the next 60 days, we will send you the new edition and data extraction Free!