Video Games in Singapore

June 2022
USD 1,195
Request More Information

Delivery:

Files are delivered directly into your account soon after payment is received and any tax is certification is verified (where applicable).

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 FINDINGS

2021 DEVELOPMENTS

Video games hardware continues to grow and thrive in Singapore
Mobile games contributes a large share to video games software
The “hometainment” trend is still going strong in 2021

PROSPECTS AND OPPORTUNITIES

Strong and healthy growth ahead for video games
E-commerce to remain an important channel for video games
Digital to take over physical games formats

CATEGORY DATA

Table 1 Sales of Video Games by Category: Value 2016-2021 Table 2 Sales of Video Games by Category: % Value Growth 2016-2021 Table 3 NBO Company Shares of Video Games: % Value 2017-2021 Table 4 LBN Brand Shares of Video Games: % Value 2018-2021 Table 5 NBO Company Shares of Video Games Hardware: % Value 2017-2021 Table 6 LBN Brand Shares of Video Games Hardware: % Value 2018-2021 Table 7 NBO Company Shares of Video Games Software: % Value 2017-2021 Table 8 Distribution of Video Games by Format: % Value 2016-2021 Table 9 Distribution of Video Games Hardware by Format: % Value 2016-2021 Table 10 Distribution of Video Games Software by Format: % Value 2016-2021 Table 11 Distribution of Video Games Software (Physical) by Format: % Value 2016-2021 Table 12 Distribution of Video Games Software (Digital) by Format: % Value 2016-2021 Table 13 Forecast Sales of Video Games by Category: Value 2021-2026 Table 14 Forecast Sales of Video Games by Category: % Value Growth 2021-2026

Toys and Games in Singapore - Industry Overview

EXECUTIVE SUMMARY

Toys and games in 2021: The big picture
2021 key trends
Competitive landscape
Retailing developments
What next for toys and games?

MARKET DATA

Table 15 Sales of Toys and Games by Category: Value 2016-2021 Table 16 Sales of Toys and Games by Category: % Value Growth 2016-2021 Table 17 NBO Company Shares of Toys and Games: % Value 2017-2021 Table 18 LBN Brand Shares of Toys and Games: % Value 2018-2021 Table 19 Distribution of Toys and Games by Format: % Value 2016-2021 Table 20 Forecast Sales of Toys and Games by Category: Value 2021-2026 Table 21 Forecast Sales of Toys and Games by Category: % Value Growth 2021-2026

DISCLAIMER

SOURCES

Summary 1 Research Sources
The following categories and subcategories are included:

Video Games

    • Hand-Held Consoles
    • Static Consoles
    • AR/VR Headsets
      • Computer Games (Physical)
      • Console Games (Physical)
      • Computer Games (Digital)
      • Console Games (Digital)
      • Online Games
      • Mobile Games
        • Console Games (Physical)
        • Console Games (Digital)
        • Computer Games (Physical)
        • Computer Games (Digital)
      • Online Games
      • Mobile Games
        • Computer Games (Game Sales)
        • Console Games (Game Sales)
        • Online Games (Game Sales)
        • Mobile Games (Game Sales)
        • Computer Games (In-Game Purchases)
        • Console Games (In-Game Purchases)
        • Online Games (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
Share:

Why buy this report?

  • Gain competitive intelligence about market leaders
  • Track key industry trends, opportunities and threats
  • Inform your marketing, brand, strategy and market development, sales and supply functions

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

NEW REPORT GUARANTEE

If you purchase a report that is updated in the next 60 days, we will send you the new edition and data extract FREE! Home Page