Consoles saw new product launches in 2020, and continued to ride on the increasing number of gamers in Singapore, stemming from the home seclusion faced during COVID-19 and consumers’ desire to pass time while staying connected to friends and family. With the discontinuation of the Nintendo 3DS, the Nintendo Switch Lite continued to dominate hand-held consoles and was the main driver of value sales in 2021.
Advances in technology in the past few years have allowed games producers to develop interesting and creative titles for consumers who are into mobile games. There is also a broader range of games available, with both local and global developers regularly releasing new titles, giving consumers of all ages a variety of games from which to choose.
As more consumers looked for at-home activities to pass the time and stay connected with friends and family in the past year, the video games category continued to do well. More consumers were forced to look for new hobbies and sources of entertainment, and already existing consumers were more willing to invest in new games titles and consoles.
A bright future awaits video games, with players continually innovating to stay relevant in a competitive market. The video games category has been and will continue to eat into the sales of traditional toys and games, as consumer preferences for home entertainment shift.
As 2020 saw the closure of all non-essential retailers, many consumers turned to various e-commerce platforms to purchase video games. This category was not as affected as traditional toys and games, as consumers already often looked for online deals and promotions when buying new games titles and hardware.
Consumer preferences are shifting towards digital formats for both computer and console games, which are much more convenient and can easily be purchased online from the comfort of their homes. This shift was seen even before the pandemic, but more so during the pandemic, with store closures accelerating the shift.
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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.
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