Having surged by a quarter during 2020, the rate of growth in retail constant value sales (2020 prices) of video games slowed significantly during 2021 but remained in double digits. Video games have 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.
Having become the largest player in video games in 2019, Shanghai Moonton Technology extended its lead in a fragmented competitive landscape during both 2020 and 2021 due to its continued strong increase in share in mobile games. The company is best known for Mobile Legends: Bang Bang.
Demand for static consoles is relatively limited in Malaysia, with Nintendo dominant and Sony accounting for most of the remainder. This largely reflects the fact that the barriers to entry for console gaming are much higher than for mobile gaming – in the former, the consumer must purchase both hardware and software, while most local consumers already have a smartphone that can play mobile games.
Retail constant value sales of video games will continue to expand at a robust pace throughout the forecast period, with mobile games remaining the main driver of this. Indeed, by the end of the forecast period, mobile and online gaming will account for well over four-fifths of retail value sales in this category between them.
Retail constant value sales of static consoles will decline slightly during the forecast period as a whole. Within console gaming, physical games will remain more popular than digital games.
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.
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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.
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.
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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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