Video Games in Thailand

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 Thailand 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 Thailand, 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 Thailand 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 Thailand?
  • Which are the leading brands in Video Games in Thailand?
  • How are products distributed in Video Games in Thailand?
  • How is the rise of e-commerce impacting the retail landscape and traditional outlets?
  • What are the key safety regulations to observe in Thailand?
  • 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 Thailand - Category analysis

Key Data Insights

Video Games Summary
Chart 1 Key Industry Trends for Video Games
Platform Owners Deepen Player Loyalty by Anchoring Digital Spend
Video Games Software Leads Value Sales While Hardware Stagnates
Chart 2 Coin Master and Roblox Offer Constant Promotions
Payment Localisation Unlocks Digital Spend among Cash-Based Players
Chart 3 Value Sales 2020-2030
Chart 4 Value Sales by Category 2025
Local Payment Options to Drive Recurring Spend Growth
Video Games Software Set to Outperform Video Games Hardware
Chart 5 Forecast Value Sales 2020-2030
Chart 6 Forecast Value Sales by Category 2025-2030
Sea Ltd Extends Digital Engagement Lead as Rivals Focus on Live Services
Chart 7 Garena Locks in Players with Free Fire and Local Payments
Chart 8 Company Shares 2025
Chart 9 Brand Shares 2025
Digital Storefronts Capture Nearly All Software and In-Game Spend
Chart 10 Retail Channels 2020-2025
Hardware Refreshes Target Upgraders in a Mobile-First Market
Live-Service Content Design Anchors Long-Term Engagement
Chart 11 Economic Context for Video Games
Chart 12 Real Gdp Growth 2020-2030
Chart 13 Inflation 2020-2030
Chart 14 Consumer Context for Video Games
Chart 15 Population 2020-2030
Chart 16 Population by Generation 2025

Toys and Games in Thailand - Industry Overview

2025 Developments

Key Data Insights

Chart 17 Key Industry Trends for Toys and Games
Traditional Toys and Games Leads Category Growth in Thailand
Labubu’S Success Drives Pop Mart to Leadership through Adult Collectors
Chart 18 Labubu Takes over Thailand's Toy Market
Plantoys Repositions Play as a Tool for Wellbeing and Learning
Chart 19 Plantoys Extends Mindful, Sustainable Play to Adults
Chart 20 Value Sales 2020-2030
Chart 21 Value Sales by Category 2025
Recurring Digital Spend and Adult Collectables to Reshape Value Creation
Chart 22 Garena Maintains Free Fire Interest with Local Payment Options
Omnichannel Strategies to Drive Repeat Purchases and Premiumisation
Chart 23 Forecast Value Sales 2020-2030
Chart 24 Forecast Value Sales by Category 2025-2030
Sea Ltd Leverages Digital Spending to Maintain Lead
Nintendo Switch 2 Targets Adult Collectors and Gamers
Chart 25 Company Shares 2025
Chart 26 Brand Shares 2025
Retail E-Commerce and Social Commerce Transform the Path to Purchase
Hybrid Retail Drives Collectables Growth
Chart 27 Retail Channels 2020-2025
Blind-Box Mechanics and Ip Portfolios Drive Collectable Innovation
Live-Service Models and Embedded Payments Reshape Video Game Innovation
Purpose-Led Design Extends Traditional Toys beyond Children
Chart 28 Economic Context for Toys and Games
Chart 29 Real Gdp Growth 2020-2030
Chart 30 Inflation 2020-2030
Chart 31 Consumer Context for Toys and Games
Chart 32 Population 2020-2030
Chart 33 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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  • Track key industry trends, opportunities and threats
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This report originates from Passport, our Video Games research and analysis database.

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