Southeast Asia Gaming Market Size and Share

Southeast Asia Gaming Market (2025 - 2030)
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Southeast Asia Gaming Market Analysis by Mordor Intelligence

The Southeast Asia gaming market size stands at USD 14.83 billion in 2025 and is forecast to edge to USD 14.97 billion by 2030, reflecting a subdued 0.19% CAGR during the period. Robust user engagement continues, yet saturated addressable audiences, tightening regulations, and currency volatility restrain top-line expansion. Mobile titles retain primacy as 5G coverage improves playability and cloud-based delivery, but low-spec devices cap average revenue per user and limit premium content uptake. Localized payment ecosystems anchored in digital wallets and carrier billing reduce friction for micro-transactions and help offset credit-card under-penetration. Intensifying rivalry among regional champions such as Garena and global publishers, including Tencent and NetEase, accelerates content localization, esports sponsorship, and hybrid monetization experiments. Government esports programs and tax incentives spur professionalization, though compliance costs and content-approval delays temper immediate returns.

Key Report Takeaways

  • By platform, mobile accounted for 71.52% of the Southeast Asia gaming market share in 2024. Cloud gaming is projected to expand at a 0.96% CAGR between 2025-2030.
  • By revenue model, free-to-play held 76.43% share of the Southeast Asia gaming market size in 2024. Subscription services post the fastest growth at a 1.21% CAGR through 2030.
  • By game genre, MOBA and strategy commanded 24.31% of the Southeast Asia gaming market size in 2024, while simulation and sports are advancing at a 0.43% CAGR.
  • By country, Indonesia led with 29.72% of the Southeast Asia gaming market share in 2024; Thailand records the highest projected CAGR at 0.59% through 2030.

Segment Analysis

By Platform: Mobile Strength Spurs Cloud Crossover

Mobile titles generated 71.52% of 2024 revenues, confirming the Southeast Asia gaming market dependence on handheld devices. The segment still posts mid-single-digit user growth as rural smartphone diffusion progresses, but monetization intensity plateaus. Cloud gaming, although only 1.8% of revenue, records the fastest 0.96% CAGR, benefitting from 5G rollouts and edge-compute partnerships. The Southeast Asia gaming market size for cloud services is projected to surpass USD 360 million by 2030, translating to 2.4% of overall spend. Hybrid models allowing session hand-off between mobile and cloud strengthen retention. PC café revenue slips amid higher electricity prices, yet cafés reposition as esports arenas, drawing sponsorship from peripheral brands. Console adoption lags due to USD 400+ hardware pricing and limited official distribution channels, though gray-market imports feed niche enthusiast communities.

Hardware subsidies tied to telco contracts and cloud-streamed console libraries attempt to lower the entry barrier. Content strategy increasingly revolves around cross-platform progression, letting players grind on mobile and enjoy premium visuals in the café or at home. Publishers leverage cloud-rendered demos to market upcoming mobile ports, reducing APK download friction and highlighting flagship experiences that were previously inaccessible to low-spec device owners.

Southeast Asia Gaming Market: Market Share by Platform
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By Revenue Model: Subscriptions Gain Traction Amid Free-to-Play Plateau

Free-to-play accounted for 76.43% of the Southeast Asia gaming market size in 2024, with gacha, season passes, and cosmetic bundles anchoring spend. However, payer conversion rates hover at 6–8%. Subscription passes such as Garena Booyah and Apple Arcade post a 1.21% CAGR, surpassing USD 420 million by 2030. Bundles offering ad-free gameplay, exclusive skins, and monthly currency stipends enhance perceived value, especially when priced below USD 4. Carrier-billed weekly pass variants attract unbanked users. In-game advertising grows alongside regional digital-ad spending but faces viewability trade-offs during competitive sessions.

Regulators scrutinize loot-box mechanics, pushing publishers to disclose odds and cap spending, which may marginally depress high-spender activity. Consequently, developers diversify toward battle-pass and cosmetic subscriptions. The Southeast Asia gaming market share for premium pay-to-play titles remains under 3% given price sensitivity, yet remastered legacy IPs enjoy nostalgia-driven spikes. Web3 play-to-earn activity cools after speculative token declines, but select guild-run scholarship models persist in the Philippines.

By Game Genre: MOBA Primacy Meets Simulation Surge

MOBA and strategy titles held 30.32% of 2024 revenue, led by Mobile Legends: Bang Bang, which generated USD 45 million regionally during January-April 2024. The Southeast Asia gaming market size for MOBA is projected to contract marginally as newer genres take share, but esports-driven engagement keeps monetization robust. Simulation and sports exhibit 0.43% CAGR, propelled by localized football licenses and life-sim titles featuring regional cultural motifs. Shooter and battle-royale franchises maintain stickiness through frequent cosmetic drops and influencer-backed tournaments, though user churn rises with content fatigue. Role-playing games gain footing via cross-media collaborations with anime properties popular among Gen Z.

Cross-genre hybrids emerge: MOBA-auto-battler mashups and shooter-RPG blends create differentiated loops to combat saturation. Developers localize language packs and celebrity voice-overs to deepen emotional resonance. Educational game sub-genres begin exploring ad-funded freemium paths in Thailand’s school sector. The genre diversification underscores evolving taste profiles as disposable incomes rise and as cloud-streamed fidelity broadens palate.

Southeast Asia Gaming Market: Market Share by Game Genre
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Geography Analysis

Indonesia anchors the Southeast Asia gaming market with a 29.72% stake, leveraging its vast population and 96% mobile preference to generate USD 4.4 billion in 2025 revenue. Presidential Regulation 19/2024 sets objectives to lift local developer revenue share and to streamline import duties on gaming hardware. Yet 2022 platform blocks highlight regulatory unpredictability that can upend foreign publisher planning. Telcos partner with Tencent Cloud to pilot edge nodes in Java and Sulawesi, eyeing 40% latency reduction for multiplayer titles.

Thailand’s projected 0.59% CAGR brings its revenue to USD 2.6 billion by 2030, driven by 5G coverage, esports grants, and high social-media penetration that amplifies influencer campaigns. State-backed tournaments funnel prize pools that exceed USD 5 million annually, stimulating semi-pro circuits. Payment-gateway regulation caps merchant fees at 1.5%, encouraging micro-transaction experimentation.

Vietnam’s gaming user base surpassed 54 million in 2024, and the government outlines a USD 1 billion ambition by 2030. However, G1 licensing reviews and content screening prolong launch timelines. Local studios such as VNG and Hiker Games secure co-publishing deals with Korean and Chinese IP owners to mitigate compliance risk.

Malaysia and Singapore share advanced infrastructure. Malaysia’s nationwide network modernization, 44% complete in 2024, readies 7,200 5G-capable sites. Singapore’s Infocomm Media Development Authority supports cloud-gaming pilots within its Media Industry Digital Plan, offering rebates on GPU cloud hours. The Philippines leverages a 76 million mobile-first population, with telco Smart’s Giga Arena esports platform surpassing 1 million registered gamers in 2025. Emerging markets such as Cambodia and Laos show double-digit gamer growth but contribute under 3% of regional spend due to limited payment rails and political uncertainties.

Competitive Landscape

The Southeast Asia gaming market remains fragmented; the top five publishers collectively hold roughly 28% share, indicating moderate concentration. Sea Limited’s Garena leads through localized operations and flagship Free Fire, which posted 70% quarter-over-quarter download growth in Indonesia during 2024. Tencent leverages WeChat Pay integrations and partnerships with Malaysian telcos to reduce payment friction. NetEase expands via local joint ventures and Thai-language dubbing studios, while Activision Blizzard licenses Call of Duty Mobile through Garena to capitalize on existing distribution.

Content localization depth differentiates regional players: Bahasa voice-overs, cultural holiday events, and Muslim-friendly cosmetic items lift engagement during Ramadan. Cloud infrastructure investments become competitive moats; TM Global and Tencent Cloud court publishers with SLA-backed sub-40 ms latency. Blockchain integration experiments continue, illustrated by play-to-own cosmetics trials in Singapore, but mainstream adoption stays cautious.

Strategic moves in 2024-2025 illustrate rivalry escalation. NCSOFT created NCV Games with Vietnam’s VNG to publish Lineage 2M across six markets, tapping VNG’s Zalo payment network. TM Global’s March 2025 Edge Gaming launch positions Malaysia as a cloud-gaming hub. Tencent opened a Jakarta creator campus providing motion-capture facilities to indie studios, aiming to secure early access to breakout IP. Esports event operators ESL and Mineski expand arena footprints, deepening sponsorship inventory.

Southeast Asia Gaming Industry Leaders

  1. IGG Inc.

  2. Nintendo Co., Ltd.

  3. Asiasoft Corporation Public Company Limited

  4. Sony Group Corporation

  5. Com2uS Holdings Corporation

  6. *Disclaimer: Major Players sorted in no particular order
Southeast Asia Gaming Market Concentration
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Recent Industry Developments

  • March 2025: TM Global debuted Edge Gaming, bringing edge nodes to Malaysia for sub-30 ms latency cloud play.
  • March 2025: Sky Mavis revealed Axie Infinity: Atia’s Legacy MMO with pre-registration open and alpha tests planned for summer 2025, leveraging Ronin sidechain to expand its ecosystem.
  • February 2025: Indonesia projected IDR 24.88 trillion gaming revenue as Regulation 19/2024 accelerates developer incentives and mobilizes USD 40 million annual private funding.
  • January 2025: Honor of Kings surpassed USD 1 billion global revenue after its 2024 SEA launch, underscoring the region’s strategic role.

Table of Contents for Southeast Asia Gaming Industry Report

1. INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2. RESEARCH METHODOLOGY

3. EXECUTIVE SUMMARY

4. MARKET LANDSCAPE

  • 4.1 Market Overview
  • 4.2 Market Drivers
    • 4.2.1 Rising mobile‐internet penetration and affordable smartphones
    • 4.2.2 5G rollout enabling low-latency competitive gaming
    • 4.2.3 Increasing adoption of digital wallets and carrier billing
    • 4.2.4 Government support for esports and tax incentives
    • 4.2.5 Emergence of out-of-app alternative distribution channels
    • 4.2.6 Surging cloud-gaming cafés in tier-2 SEA cities
  • 4.3 Market Restraints
    • 4.3.1 Low-spec device base limits high-fidelity titles
    • 4.3.2 Stringent content regulations and approval delays
    • 4.3.3 Volatile local currencies hurt IAP pricing
    • 4.3.4 Rising digital-payment fraud and chargebacks
  • 4.4 Regulatory Landscape
  • 4.5 Technological Outlook
  • 4.6 Porter’s Five Forces Analysis
    • 4.6.1 Bargaining Power of Suppliers
    • 4.6.2 Bargaining Power of Consumers
    • 4.6.3 Threat of New Entrants
    • 4.6.4 Threat of Substitutes
    • 4.6.5 Intensity of Competitive Rivalry
  • 4.7 Impact of Macroeconomic Trends on the Market

5. MARKET SIZE AND GROWTH FORECASTS (VALUE)

  • 5.1 By Platform
    • 5.1.1 Mobile
    • 5.1.2 PC
    • 5.1.3 Console
    • 5.1.4 Cloud/Game-Streaming
  • 5.2 By Revenue Model
    • 5.2.1 Free-to-Play (F2P)
    • 5.2.2 Premium / Pay-to-Play
    • 5.2.3 Subscription
    • 5.2.4 In-Game Advertising
    • 5.2.5 Hybrid and Web3 / Play-to-Earn
  • 5.3 By Game Genre
    • 5.3.1 MOBA / Strategy
    • 5.3.2 Shooter and Battle Royale
    • 5.3.3 Role-Playing Games (RPG)
    • 5.3.4 Casual and Puzzle
    • 5.3.5 Simulation and Sports
    • 5.3.6 Other Game Genre
  • 5.4 By Country
    • 5.4.1 Indonesia
    • 5.4.2 Malaysia
    • 5.4.3 Philippines
    • 5.4.4 Singapore
    • 5.4.5 Thailand
    • 5.4.6 Vietnam
    • 5.4.7 Rest of Southeast Asia

6. COMPETITIVE LANDSCAPE

  • 6.1 Market Concentration
  • 6.2 Strategic Moves
  • 6.3 Market Share Analysis
  • 6.4 Company Profiles (includes Global level Overview, Market level overview, Core Segments, Financials as available, Strategic Information, Market Rank/Share for key companies, Products and Services, and Recent Developments)
    • 6.4.1 Asiasoft Corporation Public Company Limited
    • 6.4.2 IGG Inc.
    • 6.4.3 Com2uS Holdings Corporation
    • 6.4.4 Netmarble Corporation
    • 6.4.5 Tencent Holdings Limited
    • 6.4.6 Bandai Namco Entertainment Asia Pte. Ltd.
    • 6.4.7 Sea Limited
    • 6.4.8 Nintendo Co., Ltd.
    • 6.4.9 Sony Group Corporation
    • 6.4.10 NetEase, Inc.
    • 6.4.11 VNG Corporation
    • 6.4.12 Garena Online Private Limited
    • 6.4.13 Gravity Co., Ltd.
    • 6.4.14 Sky Mavis Pte. Ltd.
    • 6.4.15 Shanghai Moonton Technology Co., Ltd.
    • 6.4.16 Electronic Arts Inc.
    • 6.4.17 Activision Blizzard, Inc.
    • 6.4.18 Ubisoft Entertainment SA
    • 6.4.19 Square Enix Holdings Co., Ltd.
    • 6.4.20 Supercell Oy
    • 6.4.21 Rovio Entertainment Corporation
    • 6.4.22 Roblox Corporation
    • 6.4.23 Epic Games, Inc.
    • 6.4.24 Valve Corporation
    • 6.4.25 Riot Games, Inc.
    • 6.4.26 KRAFTON, Inc.

7. MARKET OPPORTUNITIES AND FUTURE OUTLOOK

  • 7.1 White-Space and Unmet-Need Assessment
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Southeast Asia Gaming Market Report Scope

Asia-Pacific holds the largest share globally in the gaming market, while Southeast Asia generates the largest revenue. The online population in Southeast Asia is rapidly rising, mostly due to increased mobile device use. Almost two-thirds of the gaming population in Greater Southeast Asia are engaged in e-sports. Owing to this trend, the region is also becoming the fastest-growing gaming market in the world.

The Southeast Asian gaming market is segmented by platform (PC, console, mobile) and geography (Indonesia, Malaysia, Singapore, Thailand, and the Rest of Southeast Asia). The market sizes and forecasts are provided in terms of value (USD million) for all the above segments.

By Platform
Mobile
PC
Console
Cloud/Game-Streaming
By Revenue Model
Free-to-Play (F2P)
Premium / Pay-to-Play
Subscription
In-Game Advertising
Hybrid and Web3 / Play-to-Earn
By Game Genre
MOBA / Strategy
Shooter and Battle Royale
Role-Playing Games (RPG)
Casual and Puzzle
Simulation and Sports
Other Game Genre
By Country
Indonesia
Malaysia
Philippines
Singapore
Thailand
Vietnam
Rest of Southeast Asia
By Platform Mobile
PC
Console
Cloud/Game-Streaming
By Revenue Model Free-to-Play (F2P)
Premium / Pay-to-Play
Subscription
In-Game Advertising
Hybrid and Web3 / Play-to-Earn
By Game Genre MOBA / Strategy
Shooter and Battle Royale
Role-Playing Games (RPG)
Casual and Puzzle
Simulation and Sports
Other Game Genre
By Country Indonesia
Malaysia
Philippines
Singapore
Thailand
Vietnam
Rest of Southeast Asia
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Key Questions Answered in the Report

How large is the Southeast Asia gaming market in 2025?

It is valued at USD 14.83 billion, with a forecast to reach USD 14.97 billion by 2030 at a 0.19% CAGR.

Which platform leads spending among gamers in Southeast Asia?

Mobile titles dominate, accounting for 71.52% of 2024 revenue and retaining growth momentum as 5G coverage expands.

Why is Thailand considered the region’s fastest-growing gaming country?

Government recognition of esports, 5G rollout, and hosting premier events like Valorant Masters underpin its 0.59% CAGR outlook through 2030.

What revenue model shows the most upside beyond free-to-play?

Subscription passes are the fastest-growing, increasing at a 1.21% CAGR as they offer bundled perks and predictable cash flows.

How are payment preferences shaping monetization?

Rising digital-wallet and carrier-billing adoption lowers friction for micro-transactions, boosting average basket sizes and payer conversion rates.

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