Cloud Gaming - Western Asia

  • Western Asia
  • Revenue in the Cloud Gaming market market in Western Asia is forecasted to reach US$68.59m in 2024.
  • The market is anticipated to display an annual growth rate (CAGR 2024-2029) of 28.38%, leading to a projected market volume of US$239.20m by 2029.
  • By 2029, the number of users in the Cloud Gaming market market in Western Asia is expected to reach 3.6m users.
  • User penetration is projected to be 1.3% in 2024 and is forecasted to increase to 1.5% by 2029.
  • The average revenue per user (ARPU) is expected to be US$24.16.
  • When compared globally, the in the United States is expected to generate the most revenue in the Cloud Gaming market market, reaching US$1,938.00m in 2024.
  • In Western Asia, the rise of cloud gaming in the media market is reshaping entertainment consumption habits among tech-savvy consumers.

Key regions: China, Japan, Germany, France, United Kingdom

 
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Analyst Opinion

Cloud gaming is a rapidly growing market in Western Asia, driven by the increasing demand for high-quality gaming experiences and the growing availability of high-speed internet connections in the region.

Customer preferences:
Customers in Western Asia are increasingly seeking convenient and accessible gaming experiences, which has led to the rise in popularity of cloud gaming. With cloud gaming, users can stream games directly to their devices without the need for expensive gaming hardware. This appeals to a wide range of customers, including casual gamers who may not want to invest in gaming consoles or powerful PCs, as well as hardcore gamers who want to access a large library of games on multiple devices.

Trends in the market:
One of the key trends in the cloud gaming market in Western Asia is the increasing number of cloud gaming platforms entering the market. These platforms offer a wide range of games and provide a seamless gaming experience to users. This competition has led to improved services and features, such as lower latency and higher resolution streaming, which further enhance the gaming experience. Another trend in the market is the growing popularity of mobile cloud gaming. With the increasing penetration of smartphones in Western Asia, more and more gamers are turning to their mobile devices for gaming. Cloud gaming platforms are capitalizing on this trend by offering mobile apps that allow users to stream games directly to their smartphones or tablets. This provides a convenient and portable gaming experience for users on the go.

Local special circumstances:
One of the unique circumstances in Western Asia is the high demand for multiplayer online games. Gaming communities in countries like Saudi Arabia, United Arab Emirates, and Qatar are highly active and engage in competitive gaming tournaments. This has created a strong demand for cloud gaming platforms that offer a wide range of multiplayer games and support online gaming communities. Cloud gaming platforms that can cater to the specific needs of these gaming communities have a competitive advantage in the market.

Underlying macroeconomic factors:
The development of the cloud gaming market in Western Asia is also influenced by several macroeconomic factors. The region has seen significant investment in infrastructure development, including the expansion of high-speed internet networks. This has improved the accessibility and reliability of internet connections, making it easier for users to stream games without interruption. Additionally, the growing disposable income and changing lifestyles in Western Asia have led to increased spending on entertainment, including gaming. This has created a favorable environment for the growth of the cloud gaming market in the region. In conclusion, the cloud gaming market in Western Asia is experiencing rapid growth due to customer preferences for convenient and accessible gaming experiences. The increasing availability of high-speed internet connections, the rise of mobile gaming, and the demand for multiplayer online games are driving the development of the market. Additionally, macroeconomic factors such as infrastructure development and increasing disposable income are supporting the growth of the cloud gaming market in the region.

Methodology

Data coverage:

Figures are based on subscription spending, consumer spending, investment, and funding data.

Modeling approach / Market size:

Market sizes are determined by a Top-Down approach, based on a specific rationale for each market market. As a basis for evaluating markets, we use reports, third-party studies, research companies. Next we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, internet penetration and cloud revenues. This data helps us to estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the particular market. For example, the S-curve function and exponential trend smoothing are well suited to forecast digital products and services due to the non-linear growth of technology adoption. The main drivers are consumer spending per capita, level of digitalization, and cloud revenues.

Additional Notes:

The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

Overview

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