Product Code: ETC4383990 | Publication Date: Jul 2023 | Updated Date: Aug 2025 | Product Type: Report | |
Publisher: 6Wresearch | No. of Pages: 85 | No. of Figures: 45 | No. of Tables: 25 | |
The Philippines` entertainment and gaming industry is a vibrant and dynamic sector. The country is witnessing a surge in mobile, PC, and console gaming, with a growing audience of both gamers and content consumers. This market includes not only gaming but
This diverse market encompasses various segments, including mobile and PC gaming, animation, visual effects, television, and content creation in the Philippines. With the increasing popularity of gaming and entertainment content consumption, this market i
The Philippines` mobile and PC gaming market, along with animation and entertainment content, faces several challenges. The rapid evolution of technology demands continuous updates and adaptations, making it challenging for smaller studios and developers
The gaming and entertainment industry, including 2D and 3D visual effects, TV, direct-to-DVD content, saw a boost in the Philippines during the pandemic. With people staying at home, there was a surge in demand for gaming and entertainment content. The mo
In the realm of entertainment and gaming, the Philippines sees a mix of local production companies and international studios. Local players like ABS-CBN and GMA Network contribute to TV, direct-to-DVD, and content production, while international gaming gi
1 Executive Summary |
2 Introduction |
2.1 Key Highlights of the Report |
2.2 Report Description |
2.3 Market Scope & Segmentation |
2.4 Research Methodology |
2.5 Assumptions |
3 Philippines Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Overview |
3.1 Philippines Country Macro Economic Indicators |
3.2 Philippines Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, 2021 & 2031F |
3.3 Philippines Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market - Industry Life Cycle |
3.4 Philippines Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market - Porter's Five Forces |
3.5 Philippines Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume Share, By Entertainment, 2021 & 2031F |
3.6 Philippines Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume Share, By Animation Segments, 2021 & 2031F |
3.7 Philippines Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume Share, By Types, 2021 & 2031F |
4 Philippines Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Dynamics |
4.1 Impact Analysis |
4.2 Market Drivers |
4.2.1 Increasing internet penetration in the Philippines |
4.2.2 Rising popularity of mobile gaming and esports |
4.2.3 Growth of digital content consumption among the youth population |
4.2.4 Demand for high-quality visual effects and animation in entertainment industry |
4.2.5 Emergence of local content creators and studios in the gaming and animation sector |
4.3 Market Restraints |
4.3.1 Limited access to high-speed internet in some regions |
4.3.2 Lack of skilled professionals in the gaming and animation industry |
4.3.3 Piracy and copyright infringement issues affecting content creators |
4.3.4 Regulatory challenges and censorship in the entertainment sector |
4.3.5 Dependency on foreign investment for funding large-scale projects |
5 Philippines Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Trends |
6 Philippines Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market, By Types |
6.1 Philippines Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market, By Entertainment |
6.1.1 Overview and Analysis |
6.1.2 Philippines Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Entertainment, 2021-2031F |
6.1.3 Philippines Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By 2D, 2021-2031F |
6.1.4 Philippines Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By 3D, 2021-2031F |
6.1.5 Philippines Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Visual Effects, 2021-2031F |
6.1.6 Philippines Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By TV, 2021-2031F |
6.1.7 Philippines Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Direct-to-DVD and Content, 2021-2031F |
6.2 Philippines Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market, By Animation Segments |
6.2.1 Overview and Analysis |
6.2.2 Philippines Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By E-Education, 2021-2031F |
6.2.3 Philippines Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Web designing, 2021-2031F |
6.2.4 Philippines Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Animation entertainment, 2021-2031F |
6.3 Philippines Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market, By Types |
6.3.1 Overview and Analysis |
6.3.2 Philippines Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By PC games, 2021-2031F |
6.3.3 Philippines Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Mobile games, 2021-2031F |
6.3.4 Philippines Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Console games, 2021-2031F |
6.3.5 Philippines Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Online games, 2021-2031F |
7 Philippines Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Import-Export Trade Statistics |
7.1 Philippines Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Export to Major Countries |
7.2 Philippines Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Imports from Major Countries |
8 Philippines Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Key Performance Indicators |
8.1 Average revenue per user (ARPU) for mobile gaming and digital content consumption |
8.2 Number of active users on gaming platforms and streaming services |
8.3 Engagement metrics such as average session duration and frequency of visits to gaming and animation websites |
8.4 Growth rate of local talent pool and number of educational institutions offering courses in gaming and animation |
8.5 Adoption rate of emerging technologies like virtual reality (VR) and augmented reality (AR) in gaming and animation productions |
9 Philippines Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market - Opportunity Assessment |
9.1 Philippines Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Opportunity Assessment, By Entertainment, 2021 & 2031F |
9.2 Philippines Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Opportunity Assessment, By Animation Segments, 2021 & 2031F |
9.3 Philippines Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Opportunity Assessment, By Types, 2021 & 2031F |
10 Philippines Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market - Competitive Landscape |
10.1 Philippines Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenue Share, By Companies, 2024 |
10.2 Philippines Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Competitive Benchmarking, By Operating and Technical Parameters |
11 Company Profiles |
12 Recommendations |
13 Disclaimer |