
Region:Asia
Author(s):Yogita Sahu
Product Code:KROD3936
October 2024
83

By Platform Type: The market is segmented by platform type into mobile games, PC/console games, browser games, and cloud games. Recently, mobile games have maintained a dominant market share in Vietnam due to the country's high smartphone penetration and affordable mobile data. Mobile games offer convenience, accessibility, and a wide variety of genres that cater to casual and hardcore gamers alike.

By Game Genre: The market is further segmented by game genre into action games, role-playing games (RPGs), strategy games, casual and puzzle games, and sports and simulation games. Action games currently dominate the market in terms of genre. Their popularity is driven by the high engagement and entertainment value they offer. Titles like Call of Duty Mobile and League of Legends attract a large audience due to their competitive nature, multiplayer features, and vibrant esports ecosystems.

The market is dominated by a mix of local and global players, with leading companies like VNG Corporation, Garena, and Appota. The market exhibits strong consolidation, as these key players continue to influence market trends, particularly in the mobile gaming and esports sectors.
|
Company |
Establishment Year |
Headquarters |
Market Reach |
Key Game Titles |
Revenue Generation |
Technology Stack |
Esports Presence |
Localization Strategy |
Mobile Focus |
|
VNG Corporation |
2004 |
Ho Chi Minh City, VN |
|||||||
|
Garena (Sea Group) |
2009 |
Singapore |
|||||||
|
Appota |
2011 |
Hanoi, VN |
|||||||
|
Gamota |
2012 |
Hanoi, VN |
|||||||
|
Funtap |
2013 |
Ho Chi Minh City, VN |
Over the next five years, the Vietnam video game industry is expected to experience strong growth driven by increasing mobile adoption, the rise of esports, and improved internet infrastructure. The government's push to digitalize rural areas will further expand the reach of mobile gaming.
|
Platform Type |
Mobile Games PC/Console Games Browser Games Cloud Games |
|
Game Genre |
Action Games RPGs Strategy Games Casual Games Sports Games |
|
Business Model |
Free-to-play (F2P) Subscription-based Premium Games In-game Purchases |
|
Age Group |
Children (Under 12) Teens (13-18) Young Adults (19-35) Adults (36+) |
|
Region |
North East West South |
1.1. Definition and Scope
1.2. Market Taxonomy
1.3. Market Growth Rate
1.4. Market Segmentation Overview
2.1. Historical Market Size
2.2. Year-on-Year Growth Analysis
2.3. Key Market Developments and Milestones
3.1. Growth Drivers (Market penetration of smartphones, internet infrastructure, localization of game content)
3.1.1. Rising Mobile Gaming Adoption
3.1.2. Internet and 5G Penetration
3.1.3. Growth of Esports
3.1.4. Increased Smartphone Usage
3.2. Market Challenges (High cost of game development, piracy, regulatory constraints)
3.2.1. Piracy Issues
3.2.2. Stringent Government Regulations
3.2.3. High Competition from Global Developers
3.2.4. Infrastructure Challenges in Rural Areas
3.3. Opportunities (Local game development, government support, esports expansion)
3.3.1. Potential in Local Game Studios
3.3.2. Esports Growth and Investment
3.3.3. Foreign Investment Opportunities
3.3.4. Emerging VR and AR Markets
3.4. Trends (Esports, mobile gaming, streaming platforms)
3.4.1. Growing Popularity of Esports
3.4.2. Rise of Streaming and Gaming Content Creators
3.4.3. Growth in Cloud Gaming
3.4.4. Focus on Mobile Gaming
3.5. Government Regulations (Online game approval process, localization policies)
3.5.1. Vietnamese Online Game Regulatory Framework
3.5.2. Content Localization Requirements
3.5.3. Restrictions on Game Violence
3.5.4. Licensing for Online and Foreign Developers
3.6. SWOT Analysis
3.7. Stakeholder Ecosystem (Local game developers, publishers, distributors, esports organizers)
3.8. Porters Five Forces (Buyer power, supplier power, threat of new entrants, threat of substitutes, industry rivalry)
3.9. Competitive Ecosystem (Key domestic players, international game studios, and esports platforms)
4.1. By Platform Type (In Value %)
4.1.1. Mobile Games
4.1.2. PC/Console Games
4.1.3. Browser Games
4.1.4. Cloud Games
4.2. By Game Genre (In Value %)
4.2.1. Action Games
4.2.2. Role-playing Games (RPGs)
4.2.3. Strategy Games
4.2.4. Casual and Puzzle Games
4.2.5. Sports and Simulation Games
4.3. By Business Model (In Value %)
4.3.1. Free-to-play (F2P)
4.3.2. Subscription-based
4.3.3. Premium/Paid Games
4.3.4. In-game Purchases (Microtransactions)
4.4. By Age Group (In Value %)
4.4.1. Children (Under 12)
4.4.2. Teens (13-18)
4.4.3. Young Adults (19-35)
4.4.4. Adults (36 and above)
4.5. By Region (In Value %)
4.5.1. North
4.5.2. East
4.5.3. West
4.5.4. South
5.1. Detailed Profiles of Major Companies
5.1.1. VNG Corporation
5.1.2. Garena Vietnam
5.1.3. GamelandVN
5.1.4. Gamota
5.1.5. Appota
5.1.6. Funtap
5.1.7. VTC Game
5.1.8. SohaGame
5.1.9. Vietnam Esports (Vesco)
5.1.10. Amanotes
5.1.11. Riot Games Vietnam
5.1.12. Ubisoft Vietnam
5.1.13. Studio DIC
5.1.14. Devgame
5.1.15. G2 Esports Vietnam
5.2. Cross Comparison Parameters (Number of Employees, Headquarters, Inception Year, Revenue, Local/Global Presence, Market Share, Key Products, Technology Expertise)
5.3. Market Share Analysis (Platform-specific market share, Genre-wise dominance)
5.4. Strategic Initiatives (Collaborations, game development deals, esports partnerships)
5.5. Mergers and Acquisitions (Local studio acquisitions, strategic partnerships with international firms)
5.6. Investment Analysis (Venture capital investments, private equity in game development)
5.7. Venture Capital Funding (Key investors in Vietnamese gaming startups)
5.8. Government Grants (Support for local developers, esports initiatives)
5.9. Private Equity Investments (Foreign investments in game development and esports)
6.1. Game Licensing Requirements (Government game approval, local servers)
6.2. Compliance with Content Regulations (Censorship, age restrictions)
6.3. Certification Processes (Game safety, data privacy, payment systems)
7.1. Future Market Size Projections
7.2. Key Factors Driving Future Market Growth (Technological advancements, esports popularity, mobile-first market)
8.1. By Platform Type (In Value %)
8.2. By Game Genre (In Value %)
8.3. By Business Model (In Value %)
8.4. By Age Group (In Value %)
8.5. By Region (In Value %)
9.1. TAM/SAM/SOM Analysis
9.2. Customer Cohort Analysis
9.3. Marketing Initiatives (Influencer marketing, local game promotions)
9.4. White Space Opportunity Analysis (Untapped market segments, genres, rural penetration)
Disclaimer Contact UsThe research process begins by mapping out the video game ecosystem in Vietnam, identifying key players, platforms, and genres. This step involves gathering secondary data from proprietary databases, industry reports, and government publications to define the critical variables affecting market dynamics, such as mobile adoption rates and internet infrastructure.
In this phase, historical market data for the Vietnam video game market is analyzed, including the growth of mobile games, revenue from esports, and in-app purchases. We also assess the competitive landscape, identifying market leaders and potential new entrants to understand the market structure and size.
Market hypotheses are developed and validated through interviews with gaming industry experts and professionals, including developers, publishers, and esports organizers. These insights provide a more detailed understanding of the competitive landscape, growth opportunities, and challenges in the Vietnam market.
Finally, the data collected is synthesized into a comprehensive report. This includes direct engagement with leading video game companies and the integration of top-down and bottom-up approaches to ensure that all market size estimates and growth projections are accurate and validated.
The Vietnam video game market, valued at USD 450 million, is primarily driven by mobile gaming and the popularity of esports. The growth is supported by increased internet penetration and a tech-savvy young population.
Key challenges in the Vietnam video game market include regulatory restrictions, content localization requirements, and piracy issues. Additionally, the high cost of game development and competition from international companies pose significant hurdles for local developers.
Leading players in the Vietnam video game market include VNG Corporation, Garena, Appota, Gamota, and Funtap. These companies dominate through strong local presence, mobile-first strategies, and active involvement in esports.
The Vietnam video game market is propelled by increasing smartphone penetration, improved internet infrastructure, and the rise of esports. Additionally, government support for the digital economy and the expansion of 5G technology are key drivers.
Mobile gaming is expected to continue dominating the Vietnam video game market, with advancements in cloud gaming and AR/VR technologies further enhancing user experiences. The rural expansion of digital infrastructure will also drive future growth.
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