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Games - Bahrain

Bahrain
  • In Bahrain, revenue in the Games market is projected to reach US$82.18m in 2024.
  • The revenue in this market is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 7.36%, which will lead to a projected market volume of US$117.20m by 2029.
  • In a global context, the highest revenue will likely be generated United States, where it is estimated to be US$128.10bn in 2024.
  • Within Bahrain's Games market, the number of users is anticipated to reach 564.1k users by 2029.
  • User penetration is expected to be 31.5% in 2024, with a rise to 36.1% by 2029.
  • The average revenue per user (ARPU) is projected to amount to [arpu_firstmarket_yeartoday].
  • In Bahrain, the Games in the Media market is experiencing a surge in mobile gaming popularity, reflecting a broader regional trend towards digital entertainment.

Definition:

The games market refers to the entire industry involved in the creation, development, publishing, distribution, and monetization of video games. This market encompasses a wide range of products, including console games, PC games, mobile games, and online games. It also includes hardware and accessories such as gaming consoles, controllers, and virtual reality headsets. The games market is a rapidly growing industry, with millions of people worldwide playing video games and billions of dollars in revenue generated each year.

Structure:

The games market contains out of several different markets, such as Physically Sold Video Games, Mobile Games or Cloud Gaming. Information on all the other markets can be found on the relevant page.

Additional Information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through in-game purchases, consumer spending on games, and subscription fees. Additional definitions for each market can be found within the respective market pages. Market numbers for download games, mobile games, online games and gaming networks can also be found in the digital market insights in the video games market. Key players in the market are companies like Activision (Call of Duty), PUBG Mobile or GeForce Now. For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Games Live Streaming, such as Twitch
  • Download Games, such as downloading from Steam
  • Cloud Gaming, such as GeForce Now
  • Mobile Games, such as PUBG Mobile
  • online and offline sales, such as from physical stores or online shops

Out-Of-Scope

  • Demo/Trial versions of video games
  • Free-to-play gaming apps
Games: market data & analysis - Cover

Market Insights report

Games: market data & analysis

Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Notes: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.

    Most recent update: Aug 2024

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Games market in Bahrain has been experiencing significant growth in recent years, driven by a combination of customer preferences, market trends, and local special circumstances. Customer preferences in Bahrain have shifted towards video games and online gaming platforms. This can be attributed to the increasing popularity of smartphones and the availability of high-speed internet connections. Bahraini gamers are increasingly looking for immersive and interactive gaming experiences that can be accessed anytime and anywhere. As a result, mobile gaming has become a dominant segment in the market, with a wide range of genres and game types available for download. Trends in the market indicate a strong demand for multiplayer and competitive gaming. Esports has gained significant traction in Bahrain, with the rise of professional gaming teams and the hosting of local and regional esports tournaments. This trend is driven by the growing interest in competitive gaming among the younger generation, as well as the increasing availability of high-quality gaming equipment and accessories. Local special circumstances, such as the presence of gaming cafes and dedicated gaming zones, have also contributed to the growth of the Games market in Bahrain. Gaming cafes provide a social and communal gaming experience, attracting gamers who prefer to play in a group setting. These cafes often host gaming events and tournaments, further fueling the interest in gaming among the local community. Dedicated gaming zones, on the other hand, provide a dedicated space for gamers to gather and play, offering a wide range of gaming consoles and equipment. Underlying macroeconomic factors, such as the growing disposable income and the increasing penetration of smartphones, have also played a role in the development of the Games market in Bahrain. As the economy continues to grow, more individuals have the financial means to invest in gaming consoles, accessories, and online subscriptions. Additionally, the widespread availability of smartphones has made gaming more accessible to a larger portion of the population. In conclusion, the Games market in Bahrain is experiencing significant growth due to customer preferences for mobile gaming, the trend towards multiplayer and competitive gaming, the presence of gaming cafes and dedicated gaming zones, and underlying macroeconomic factors such as growing disposable income and smartphone penetration. These factors have created a favorable environment for the development of the Games market in Bahrain, and the industry is expected to continue its upward trajectory in the coming years.

    Users

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Key Players

    Most recent update: Mar 2024

    Source: Statista Company Insights

    Global Comparison

    Most recent update: Nov 2024

    Source: Statista Market Insights

    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.

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    Games: market data & analysis - BackgroundGames: market data & analysis - Cover

    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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