Digital in Asia
Organization3 articles
Digital in Asia publishes articles and research on digital markets in Asia. Its coverage in this collection is a piece on gaming and esports in Vietnam in 2026.
Documents
Article
Vietnam Gaming & Esports 2026
Vietnam Gaming & Esports 2026 is a free 40+ page report from Digital in Asia, authored by founder and editor Tom Simpson and published in March 2026.
- Vietnam's gaming market is valued at over $817 million and is projected to grow at a 9.39% CAGR to 2030, outpacing the wider Southeast Asian region.
- Mobile gaming dominates revenue (approximately 60% share), but PC gaming remains relevant due to a strong internet café culture, a unique dynamic in Southeast Asia.
- Esports has achieved mainstream status in Vietnam, with viewership comparable to traditional sports, increasing corporate sponsorships, and growing governmental support.
Digital in AsiaMar 2026
Article
Philippines Gaming Market 2026
The Philippines gaming market in 2026 is portrayed as a mass-scale, mobile-first market in which gaming functions less as entertainment alone and more as a form of identity, income, and labour.
- The Philippines gaming market is projected to reach $500 million in consumer spending by 2025 (Niko Partners), characterized by a large, engaged audience but lower average revenue per user (ARPU) compared to other markets.
- The Philippines is a global superpower in Mobile Legends: Bang Bang esports, with Filipino teams winning four consecutive MLBB World Championships (M2-M5) and the M5 final in Manila peaking at 5.07 million concurrent viewers.
- The Philippines was the epicenter of the play-to-earn phenomenon with Axie Infinity; at its 2021 peak, over 40% of its 2.5 million daily active users were Filipino, utilizing a 'scholarship' model to earn income, until the SLP token collapsed and the Ronin bridge hack (draining $620 million) ended the boom in 2022.
Article
Indonesia Gaming Market 2026
Indonesia's gaming market, as examined in this 2026 analysis, is defined by a sharp contrast between audience scale and monetisation.
- Indonesia is Southeast Asia's largest gaming market with 175 million players (over 80% of internet users) and 870 million mobile game downloads in Q1 2025, but generates only about a quarter of the region's gaming revenue, indicating a large audience with low spending.
- The Indonesian gaming market is overwhelmingly mobile-only, not just mobile-first, with 356 million smartphone connections and mobile games accounting for roughly three-quarters of revenue, primarily through free-to-play titles with in-app purchases.
- While foreign titles like Mobile Legends: Bang Bang (44% of global downloads from Indonesia) and Free Fire dominate revenue and esports, the most downloaded game is the local casual title Bus Simulator Indonesia, highlighting a split between local game consumption and foreign game spending.
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