The competitive landscape of video games in Thailand remains fragmented, with the top five global companies accounting for 29% share of value sales in 2024, compared to the Asia Pacific average of 45%. Category concentration decreased over the review period, as the top five global companies accounted for 37% value share in 2019.
In Thailand, the growing trend of adult engagement with gaming, supported by disposable income and a desire for leisure activities, is a significant factor in the category’s competitive landscape. Adults who play games, or kidults, contribute substantially to in-game spending due to their financial capacity.
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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.
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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