Updated Jun 1, 2026 by InvestGame
Report · February 5, 2026
Published by InvestGame
Vietnam Mobile Gaming 2025 AIUS STARI Frontier in Southeast Asia SONAE MES 75.3 M 58.5 M 1,300M <u>1,194M</u> 1,218M 1,268M 1,200M <u>1,146M</u> <u>1,135M</u> 1,140M Mobile Users Mobile Players 1,100M 82% 75.7 Mbps 1,000M of midcore games are average 5G speed, 99% 800M imported from China coverage 2021 2022 ...
LASEWMA Vietnam Mobile Gaming 2025 AIUS STARI The Next Billion-Dollar Frontier in Southeast Asia SONAE MES EGGY BAR T P
> **[Chart page]** This page contains visual data — view in PDF for the best experience. games 75.3 M 58.5 M 1,300M 1,194M 1,218M 1,268M 1,200M 1,146M 1,135M 1,140M Mobile Users Mobile Players 1,100M 82% 75.7 Mbps 1,000M 900M of midcore games are average 5G speed, 99% 800M imported from China coverage 2021 2022 2023 2024 2025 2026 (Prediction) x8.9 87.7 % DGross Revenue (excluding IAA) ata is estimated based on internal tools growth in QR code people aged 15+ have a Growth Rate (all platforms) have remained stable at 9.8% per year, making payments bank account Vietnam one of the fastest-growing gaming markets in the world.
games 1082 unlicensed games were removed, leading to a sharp drop in downloads. Total downloads have dropped sharply—who benefits? -13.7% Vietnam has entered its most decisive enforcement phase yet. Apple introduced a dedicated license field on the App S tore for direct Download YoY (2025) government verification. A total of 1081 games (mostly mid-core, hybrid casual) were removed, a 40% increase compared to 2024. 1081 38 game content licenses were revoked, along with 2 company licenses. The removal of unlicensed games has reshaped the market, creating opportunities for compliant titles, which contributed to the success of number of games removed many games in Vietnam in Q4 2025. Further measures are planned for 2026–2027.
Research Scope & Methodology games Focus: Mid-core Game Data Although in recent years Funtap Games has been expanding into global game development and publishing, with over 10 years of experience in the Vietnamese market, our data and insights into mid-core games remain our strongest area of expertise. Games Selected for Analysis We selected over 250 representative games with a sufficiently large number of downloads in Vietnam. The analysis is based on D1 and D7 retention, time spent, as well as the genres with the largest player bases and highest revenue. Why is this report meaningful? We observed that even the most reputable tools show significant discrepancies—sometimes higher, sometimes lower—in reported downloads and revenue for the Vietnamese market.
games Average Daily Time Spent (minutes) by Game Genre D1 > 50% D7 >20% This analysis focuses exclusively on mid-core 4X Strategy 74.73 mobile games with strong retention (D1 > 76.06 50% and D7 > 20%), aiming to identify MMORPG 18.41 108.09 playtime benchmarks by genre. Idle RPG 35.85 48.29 Key Takeaway Top-performing 4X strategy, MOBA, and Squad RPG 45.35 Battle Royale titles average around 75 46.88 74.34 minutes of daily player engagement. MOBA 74.33 MMORPG players are extremely picky 76.90 when choosing games. Battle Royale 75.10 Don't take up too much of the idle game 0 20 40 60 80 100 120 players' time (of course).
games Share of Downloads D7 < 10% D1 < 40% 30.6% 28.6% D1 > 50% 27.9% D7 > 20% 42.3% 40.7% 29.8% D1 40-50% D7 10-20% D1 D7
1 The Shift: From IAA to IAP as the New 1.1. The Limitations of IAA: From Rapid Reach to a 07 1.2. Profitability Ceiling 14 Why IAP and hybrid casual are rising (global view): control, depth, predictability 2 Vietnam Gaming Outlook 2026 - 2.1. 2026: The true era of hybrid-casual games 19 2.2. UA strategies driven by bolder, more 21 2.3.
Gamer demographics and preference 3 must-haves to capture growth opportunities 2 Southeast Asia Gaming Consumer Economy WHOLESALE Southeast Asia Gaming Consumer Economy is a co-authored research report by Telekom Malaysia and twimbit.
2023 - 2025 (Key Insights and Data) QUONADIS ● Users in Gaming on different platforms CANDISS ● The Attention Economy: Gaming vs. Other Leisure Spending oy ss GANG Ae IED ● Mobile Gaming Marketability ● Downloads and Revenue Concentration in Mobile Gaming ● Mobile Gaming vs Non-Gaming ● Mobile Gaming Growth (Android vs.
The global games market is entering a period of moderate maturation, with total revenue projected to reach $188.8 billion in 2025, a 3.4% increase over the previous year. The industry now serves 3.6 billion players, reflecting a 4.4% year-over-year expansion. While mobile gaming maintains its dominance, accounting for $103.0 billion or 55% of total revenue, console gaming is poised for the strongest growth at 5.5%, reaching $45.9 billion. PC gaming remains a stable pillar with $39.9 billion in revenue. Despite the growth in player counts, average spend per payer is experiencing a slight decline, signaling a strategic pivot toward maximizing engagement and retention within saturated markets rather than relying solely on aggressive monetization. Strategic success in this environment increasingly depends on long-tail engagement and the effective management of post-launch content. Data indicates that releasing single-player titles during the second quarter yields 34% higher engagement compared to the saturated holiday season. Furthermore, simultaneous multi-platform launches significantly outperform staggered releases, and titles exiting Early Access after a six-month window demonstrate superior acquisition results. Developers are also increasingly leveraging remakes and remasters to mitigate rising development costs, while user-generated content platforms like Roblox continue to expand as foundational ecosystems for daily active users. Geographically, the market continues to diversify, with Latin America emerging as a notable growth region projected to reach $8.3 billion, driven primarily by mobile adoption. The industry’s analytical framework, which focuses on consumer spending on software and services, highlights that player attrition typically stabilizes after 12 weeks. Consequently, long-term commercial viability is now inextricably linked to aligning content updates and discounting strategies with this post-launch retention curve, ensuring that community support remains as critical as initial sales performance.