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Sea (SE) Garena Quarterly Active Users

Garena Quarterly Active Users

Number of active users on Garena’s gaming platform each quarter, indicating engagement levels and the potential for game-related sales and advertising revenue. User trends are closely tied to hit titles and retention efforts, so declines can warn of weakening monetization ahead.

0.00200.00M400.00M600.00MMar 21Jun 21Sep 21Dec 21Mar 22Jun 22Sep 22Dec 22Mar 23Jun 23Sep 23Dec 23Mar 24Jun 24Sep 24Dec 24Mar 25Jun 25Sep 25Dec 25Mar 26Jun 26
Chart Insights

After a post-2021 slump, Garena’s active-user base reversed in mid‑2023 and has largely recovered into 2024–early‑2026, creating the user momentum that underpins recent record bookings and outsized adjusted EBITDA. That alignment suggests Sea is successfully converting re‑engaged users via hit content and collaborations (Free Fire, Arena of Valor), boosting monetization per user; however user counts still show seasonal dips, so sustaining growth depends on continued content cadence and targeted marketing amid broader capital-allocation tradeoffs.

SE Garena Quarterly Active Users

DateActive Users
Jun 30, 2026666.30M
Mar 31, 2026666.50M
Dec 31, 2025633.30M
Sep 30, 2025670.80M
Jun 30, 2025664.80M
Mar 31, 2025661.80M
Dec 31, 2024618.00M
Sep 30, 2024628.50M
Jun 30, 2024648.00M
Mar 31, 2024594.70M
Dec 31, 2023528.70M
Sep 30, 2023544.10M
Jun 30, 2023544.50M
Mar 31, 2023491.60M
Dec 31, 2022485.50M
Sep 30, 2022568.20M
Jun 30, 2022619.30M
Mar 31, 2022615.90M
Dec 31, 2021654.00M
Sep 30, 2021729.00M
Jun 30, 2021725.20M
Mar 31, 2021648.80M
Dec 31, 2020610.60M
Sep 30, 2020572.40M
Jun 30, 2020499.80M
Mar 31, 2020402.10M
Dec 31, 2019354.70M
Sep 30, 2019321.10M
Jun 30, 2019310.50M
Mar 31, 2019271.60M
Dec 31, 2018216.20M
Sep 30, 2018176.10M
Jun 30, 2018160.60M
Mar 31, 2018126.70M
Dec 31, 201787.80M
Sep 30, 201769.00M
Jun 30, 201764.20M
Mar 31, 201756.40M
Dec 31, 201650.40M
Sep 30, 201644.90M