In 2024, video games remained fragmented in the Philippines, with the top five companies accounting for 20% of value sales, which is significantly lower than the Asia Pacific average of 45%. Nevertheless, concentration increased slightly from 2019 to 2024, with the top five companies holding an 18% share of value sales in 2019.
Amongst the top three companies in video games in 2024, only Roblox Corp saw value share growth. Roblox has become a massive hit amongst younger people in the Philippines due to its free-to-play model (in-game purchases), social interaction, and the ability to create and play games.
The confirmed 2025 release of the Nintendo Switch 2 console in the Philippines represents the most anticipated product launch in video games, especially as it offers backward compatibility with original Switch games, and exclusive titles such as Mario Kart. Meanwhile, in terms of video games software, Pokémon is set to release its newest game, Pokémon Legends: Z-A, in late 2025.
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Understand the latest market trends and future growth opportunities for the Video Games industry in Philippines 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 Philippines, 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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