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Last Updated: Apr 25, 2025 | Study Period: 2022-2030
The gaming market in Thailand is still in its infancy. In this regard, finding profitable enterprises is difficult for developers.
Fortunately, the government has demonstrated a readiness to assist the sector so that it can compete globally. In recent years, Thailand's gaming industry has grown significantly.
It is anticipated that the COVID-19 outbreak and the impending 5G rollout would increase the number of gamers in Thailand.
Millions of gamers in Thailand contributed to the Thai games market's ability to earn a sizable amount of income, elevating it to one of Southeast Asia's most prominent gaming markets.
Although mobile is the most widely used platform in Thailand, console and PC gaming still dominates. Thai players have a strong desire to design their own narratives in simulation games that provide them complete freedom.
The Thailand Gaming Market accounted for $XX Billion in 2021 and is anticipated to reach $XX Billion by 2030, registering a CAGR of XX% from 2022 to 2030.
To improve the gaming and streaming experience for its fans, gaming lifestyle brand Razer has partnered with Thailand-based esports team Bacon Time.
Razer will gain access to the professional player, brand ambassador, and content producer network of Ampverse owned Bacon Time as a result of the deal. Additionally, both partners will produce Razer goods under the Bacon Time brand.
This collaboration with Bacon Time comes at a good time as they strengthen their relationship with the Thai community, where Razer's mobile esports are receiving more attention.
Garena Online Thailand has worked with the Tourism and Sports Ministry and the Sports Authority of Thailand (SAT) to grow the domestic gaming sector and establish the nation as a centre for esports competitions in the Association of Southeast Asian Nations (ASEAN).
To build the esport ecosystem, the ministry and the SAT will concentrate more on esports, including training and welfare.
Sl no | Topic |
1 | Market Segmentation |
2 | Scope of the report |
3 | Abbreviations |
4 | Research Methodology |
5 | Executive Summary |
6 | Introduction |
7 | Insights from Industry stakeholders |
8 | Cost breakdown of Product by sub-components and average profit margin |
9 | Disruptive innovation in the Industry |
10 | Technology trends in the Industry |
11 | Consumer trends in the industry |
12 | Recent Production Milestones |
13 | Component Manufacturing in US, EU and China |
14 | COVID-19 impact on overall market |
15 | COVID-19 impact on Production of components |
16 | COVID-19 impact on Point of sale |
17 | Market Segmentation, Dynamics and Forecast by Geography, 2022-2030 |
18 | Market Segmentation, Dynamics and Forecast by Product Type, 2022-2030 |
19 | Market Segmentation, Dynamics and Forecast by Application, 2022-2030 |
20 | Market Segmentation, Dynamics and Forecast by End use, 2022-2030 |
21 | Product installation rate by OEM, 2022 |
22 | Incline/Decline in Average B-2-B selling price in past 5 years |
23 | Competition from substitute products |
24 | Gross margin and average profitability of suppliers |
25 | New product development in past 12 months |
26 | M&A in past 12 months |
27 | Growth strategy of leading players |
28 | Market share of vendors, 2022 |
29 | Company Profiles |
30 | Unmet needs and opportunity for new suppliers |
31 | Conclusion |
32 | Appendix |