Video games is an extremely dynamic category in the Philippines. Even the economic shock of the pandemic only managed to make a small dent in demand growth during 2020, while the rate of growth in retail constant value sales (2021 prices) accelerated to its highest rate in six years during 2021.
As in most countries in East Asia, mobile games dominate video games in the Philippines, with online games accounting for most of the remainder. Demand for mobile games is primarily being driven by the increased penetration of smartphones, with low-cost but relatively high performance Chinese models affordable even to many less affluent local consumers.
In stark contrast to mobile and online games, demand for static consoles is very low and in long-term decline. While the launch of a new generation of consoles like Sony’s PlayStation 5 during November provided a degree of support to demand during 2020, this proved to be short lived, with retail constant value sales plunging by more than a fifth in 2021.
The rate of growth in retail constant value sales of video games will gradually slow over the course of the forecast period, as demand begins to mature, but growth will remain dynamic. Mobile and online games will remain the main drivers of this.
The rising popularity of e-sports will also play a role in this. It is now becoming normalized for people to aspire to be professional gamers, with players increasingly regarded as athletes.
Computer games software is already dominated by digital, with Valve Corp’s online sales platform Steam particularly popular in this regard. Physical sales of computer games software will continue to decline over the course of the forecast period.
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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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