Games - MENA

  • MENA
  • Revenue in the Games market in MENA is forecasted to reach US$15.25bn in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 7.88%, leading to a projected market volume of US$22.28bn by 2029.
  • When compared globally, in China is set to generate the most revenue (US$128.90bn in 2024).
  • In the Games market in MENA, the number of users is projected to reach 0.00 by 2029.
  • User penetration is expected to be 0.00 in 2024 and is forecasted to reach 0.00 by 2029.
  • The average revenue per user (ARPU) is expected to be [arpu_firstmarket_yeartoday].
  • In MENA, the gaming industry is rapidly expanding, with Saudi Arabia leading the market in game development and innovative media content.

Key regions: Europe, China, India, Japan, United States

 
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Analyst Opinion

The Games market in MENA has been experiencing significant growth in recent years, driven by a combination of factors such as changing customer preferences, emerging trends in the market, local special circumstances, and underlying macroeconomic factors. Customer preferences in the Games market in MENA have been shifting towards mobile gaming, with a growing number of consumers opting for gaming on smartphones and tablets.

This can be attributed to the increasing affordability and accessibility of mobile devices, as well as the convenience of playing games on the go. Additionally, there is a growing interest in multiplayer online games, as consumers seek social interaction and engagement through gaming. Trends in the market indicate a rise in the popularity of esports in MENA.

Esports tournaments and events are gaining traction, attracting a large audience and significant investments from both local and international stakeholders. This trend can be attributed to the increasing interest in competitive gaming, as well as the growing number of professional esports teams and players in the region. Local special circumstances in MENA, such as a young population and a high smartphone penetration rate, contribute to the growth of the Games market.

The region has a large youth population who are avid gamers, creating a strong demand for gaming products and services. Moreover, the high smartphone penetration rate in MENA allows for easy access to gaming apps and platforms, further fueling the growth of the market. Underlying macroeconomic factors also play a role in the development of the Games market in MENA.

Economic growth and rising disposable incomes in the region have led to an increase in consumer spending on entertainment, including gaming. Furthermore, governments in some countries are actively supporting the development of the gaming industry through initiatives and incentives, which has further stimulated market growth. In conclusion, the Games market in MENA is experiencing growth due to changing customer preferences towards mobile gaming, the emergence of esports, local special circumstances such as a young population and high smartphone penetration rate, and underlying macroeconomic factors such as economic growth and government support.

This presents opportunities for companies operating in the Games market to tap into the growing demand and cater to the evolving needs of consumers in the region.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
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