COMPETITIVE LANDSCAPE
Fragmentation is high and increasing in video games
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.
Roblox sees another year of share growth as it appeals to younger consumers
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.
Nintendo Switch 2 and Pokémon Legends: Z-A due for release
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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Overview:
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.
The Video Games in Philippines 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 Philippines?
- Which are the leading brands in Video Games in Philippines?
- How are products distributed in Video Games in Philippines?
- How is the rise of e-commerce impacting the retail landscape and traditional outlets?
- What are the key safety regulations to observe in Philippines?
- 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 the Philippines - Category analysis
KEY DATA FINDINGS
Growth in video games is driven by developments in software
Video games software drives growth through subscriptions and localised content
Mobile games remains the driving force for sales in video games
Partnerships drive games development, boosting exports and B2B meetings
Video games software set to lead sales and growth as incomes rise
Subscriptions, cloud gaming, and AI set to reshape video games
Transition to digital sales due to competitive prices and wide product range
New launches set to impact video games hardware
Opportunities may arise from government initiatives
Fragmentation is high and increasing in video games
Roblox sees another year of share growth as it appeals to younger consumers
Nintendo Switch 2 and Pokémon Legends: Z-A due for release
Shift to retail e-commerce continues in 2024, and this trend is expected to be maintained
Offline sales of pre-paid cards maintain a high share of sales through other non-grocery retailers
Globe bundles gaming perks, enabling access to cloud gaming for households
Toys and Games in the Philippines - Industry Overview
Growth rates increase as disposable incomes rise
Video games drives growth in 2024, thanks to the continued rise in popularity of mobile games
Growth also seen for traditional toys and games along with the rise of collectibles
Core brands move towards sustainability, with Barbie using ocean plastic and Lego sugarcane
Rising incomes to fuel growth in toys and games
Cloud gaming and subscriptions set to drive growth in video games
Collectibles anticipated to maintain a rising trend in traditional toys and games
Kidult trend set to fuel demand for toys and games, and companies will adapt
Strategic partnerships set to remain important
Fragmented landscape sees Mattel maintain its lead with Barbie
Roblox sees another year of share growth as it appeals to younger consumers
Aphmau MeeMeows plushes gain popularity with fans and collectors
Lego set to expand franchises with Pokémon, and potential for others to follow
Retail e-commerce dominates due to its strength in video games software
Lazada and Shopee set to drive sales of toys and games via retail e-commerce
Offline stores continue to account for a notable share of sales
COUNTRY REPORTS DISCLAIMER
The following categories and subcategories are included:
Video Games
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- Hand-Held Consoles
- Static Consoles
- Gaming Headsets
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- Computer Games (Physical)
- Console Games (Physical)
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- Computer Games (Digital)
- Console Games (Digital)
- Online Games and Subscriptions
- Mobile Games
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- Console Games (Physical)
- Console Games (Digital)
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- Computer Games (Physical)
- Computer Games (Digital)
- Online Games and Subscriptions
- Mobile Games
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- Computer Games (Game Sales)
- Console Games (Game Sales)
- Online Games and Subscriptions (Game Sales)
- Mobile Games (Game Sales)
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- Computer Games (In-Game Purchases)
- Console Games (In-Game Purchases)
- Online Games and Subscriptions (In-Game Purchases)
- Mobile Games (In-Game Purchases)
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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 definitionsWhy 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.
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