Video Games in Singapore

August 2026
USD 1,195
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Overview:

Understand the latest market trends and future growth opportunities for the Video Games industry in Singapore 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 Singapore, our research will help you to make informed, intelligent decisions; to recognise and profit from opportunity, or to offer resilience amidst market uncertainty.

The Video Games in Singapore report includes:

  • Analysis of key supply-side and demand trends
  • Detailed segmentation of international and local products
  • Historic volume and value sizes, company and brand market shares
  • Five year forecasts of market trends and market growth
  • Robust and transparent research methodology, conducted in-country

This report answers:

  • What is the market size of Video Games in Singapore?
  • Which are the leading brands in Video Games in Singapore?
  • How are products distributed in Video Games in Singapore?
  • How is the rise of e-commerce impacting the retail landscape and traditional outlets?
  • What are the key safety regulations to observe in Singapore?
  • How has retail disruption following COVID-19 and national lockdown impacted sales?
  • Where is future growth expected to be most dynamic?
  • Is it more important to appeal to children or adults?

Video Games in Singapore - Category analysis

Key Data Insights

Video Games Summary
Chart 1 Key Industry Trends for Video Games
Razer Gold Consolidates Spending as Digital-First Habits Accelerate
Chart 2 Razer Gold Anchors Digital-First Spending
Nintendo Switch 2 Launch Drives Premium Device Demand and Engagement
Chart 3 Maxsoft Meets Switch 2 Demand
Microsoft’S Day-One Blockbuster Strategy Shapes Subscription Uptake
Chart 4 Value Sales 2020-2030
Chart 5 Value Sales by Category 2025
Mobile-First Players to Accelerate Digital Spend and Shrink Hardware Sales
Subscriptions and Live-Service Content to Win Time-Pressed Consumers
Chart 6 Forecast Value Sales 2020-2030
Chart 7 Forecast Value Sales by Category 2025-2030
Maxsoft Leverages Distribution Strength as Console and Mobile Models Coexist
Chart 8 Company Shares 2025
Chart 9 Brand Shares 2025
Retail E-Commerce Displaces Retail Offline with Cashless Payments
Chart 10 Retail Channels 2020-2025
Payment Architecture Emerges as a Product Category
Hybrid Hardware Design Prioritises Portability over Power
Subscription Products Compete on Content Cadence and Progression
Chart 11 Black Ops 7 Drives Engagement, Not Automatic Retention
Chart 12 Economic Context for Video Games
Chart 13 Real Gdp Growth 2020-2030
Chart 14 Inflation 2020-2030
Chart 15 Consumer Context for Video Games
Chart 16 Population 2020-2030
Chart 17 Population by Generation 2025

Toys and Games in Singapore - Industry Overview

2025 Developments

Key Data Insights

Chart 18 Key Industry Trends for Toys and Games
Singapore’S Toy Market Outpaces Asia with Digital Surge
Mobile Legends and Pop Mart Shape Digital-First Buying and Premiumisation
Chart 19 Pop Mart's Exclusives Drive Collectable Demand
Chart 20 Value Sales 2020-2030
Chart 21 Value Sales by Category 2025
Premium Collectables to Accelerate Digital Play
Chart 22 Botanicals Targets Adult Hobbyists
Affluent Consumers to Prioritise Digital Value and Immersive Experiences
Chart 23 Forecast Value Sales 2020-2030
Chart 24 Forecast Value Sales by Category 2025-2030
Pop Mart Capitalises on Collectables Boom to Overtake Incumbents
Chart 25 Company Shares 2025
Chart 26 Brand Shares 2025
Retail E-Commerce Overtakes Retail Offline as Digital Delivery Accelerates
Pop Mart Transforms Toy Shopping into a Social Experience
Chart 27 Razer Gold Anchors Digital-First Spending
Chart 28 Retail Channels 2020-2025
Innovation Drivers Reshape the Toys and Games Market
Hybrid Experiences Cater to Affluent Consumers
Chart 29 Economic Context for Toys and Games
Chart 30 Real Gdp Growth 2020-2030
Chart 31 Inflation 2020-2030
Chart 32 Consumer Context for Toys and Games
Chart 33 Population 2020-2030
Chart 34 Population by Generation 2025

Country Reports Disclaimer

The following categories and subcategories are included:

Video Games

    • Hand-Held Consoles
    • Static Consoles
    • Gaming Headsets
      • Computer Games (Physical)
      • Console Games (Physical)
      • Computer Games (Digital)
      • Console Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Console Games (Physical)
        • Console Games (Digital)
        • Computer Games (Physical)
        • Computer Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Computer Games (Game Sales)
        • Console Games (Game Sales)
        • Online Games and Subscriptions (Game Sales)
        • Mobile Games (Game Sales)
        • Computer Games (In-Game Purchases)
        • Console Games (In-Game Purchases)
        • Online Games and Subscriptions (In-Game Purchases)
        • Mobile Games (In-Game Purchases)

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 definitions
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This report originates from Passport, our Video Games research and analysis database.

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