Video games in Malaysia

From Wikipedia, the free encyclopedia

Video gaming industry in Malaysia is a massive industry and pastime in Malaysia that includes the production, sale, import/export, and playing of video games.[1][2][3][4][5] In 2019, Malaysia are the 21st largest video game market in the world, with a total revenue of USD633 million gained.

With support by government such as Malaysian Digital Economy Corporation (MDEC), video games industry in Malaysia saw a rapid development and considered as one of the largest gaming market in Southeast Asia.

History[]

Malaysia entered the video game industry in 1990s, notably in 1994 when Motion Pixel, a small Malaysian studios was offered by LucasArts and JVC to worked together for a game named Ghoul Patrol. Since then, Malaysia started to take seriously in video gaming industry.

The video game industry started to going further after encouragement from then Prime Minister of Malaysia, Mahathir Mohamad to explore more in digital sector. Along with animation industry, video games are one of the MDEC's main focus for digital content development. Several studios founded as the response such as Metronomik Studios and Magnus Games Studio.

International gaming industry[]

Malaysia is the home of the first and only Sony Interactive Entertainment Worldwide Studios in ASEAN region, known as Malaysia Studio for Southeast Asia region and served as technical support studio for some video games. It is led by Hasnul Hadi Samsudin, former MDEC Vice President of Digital Creative Content Division.

Future projection[]

Malaysia is projected to become one of the largest gaming market in Asia by at least 2026. Statista projected that Malaysia will having a net gain of USD676 million, despite will face decline in terms of growth rate. Malaysia will also have around 16.7 million users with penetration rate of nearly 50 percent by 2026.

References[]

  1. ^ "Toys And Games in Malaysia". Euromonitor.com. Retrieved 2009-04-26.
  2. ^ Dillon, Roberto (12 April 2011). The Golden Age of Video Games: The Birth of a Multibillion Dollar Industry. CRC Press. ISBN 9781439873236. Retrieved 4 January 2017 – via Google Books.
  3. ^ Abaza, Mona (11 January 2013). Debates on Islam and Knowledge in Malaysia and Egypt: Shifting Worlds. Routledge. ISBN 9781136126024. Retrieved 4 January 2017 – via Google Books.
  4. ^ "Microsoft Word - 12418" (PDF). Tojet.net. Retrieved 2017-01-04.
  5. ^ Wolf, Mark J. P.; Iwatani, Toru (1 May 2015). Video Games Around the World. MIT Press. ISBN 9780262527163. Retrieved 4 January 2017 – via Google Books.


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