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Download Games - GCC

GCC
  • In the GCC region, revenue in the Download Games market market is projected to reach US$306.90m in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 2.62%, culminating in a projected market volume of US$349.30m by 2029.
  • Within the Download Games market market in the GCC, the number of users is anticipated to reach 8.8m users by 2029.
  • User penetration in the GCC is forecasted to be 14.2% in 2024 and is expected to decline slightly to 13.8% by 2029.
  • In a global context, the majority of revenue will be generated the United States, with figures reaching US$5.05bn in 2024.
  • Furthermore, the average revenue per user (ARPU) in the Download Games market market in the GCC is projected to be US$35.79 in 2024.
  • The GCC region is witnessing a significant surge in demand for download games, driven by increasing digital engagement and a youthful population embracing mobile gaming.

Definition:

Download games refer to video games that are purchased and downloaded digitally over the internet, rather than being obtained through physical copies. This method allows players to access games directly on their gaming devices, such as consoles, computers, or mobile devices, without the need for physical discs or cartridges. Download games often include a wide variety of genres and titles, ranging from indie games to blockbuster releases, and are distributed through various digital storefronts or platforms. Players can enjoy the convenience of instant access to their games and often benefit from additional content, updates, and online features provided by the publishers.

Additional Information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through purchases. Key players in the market are companies, such as Electronic Arts (EA), Activision Blizzard, and Ubisoft.

In-Scope

  • Online sales of video games for gaming consoles or PCs/laptops via direct downloads such as Electronic Arts (EA), Activision Blizzard, and Ubisoft

Out-Of-Scope

  • Physical video game sales
  • Demo/trial-versions of video games
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

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Download Games market in GCC is experiencing significant growth and development. Customer preferences are shifting towards digital gaming, leading to an increase in the demand for downloadable games. Additionally, local special circumstances and underlying macroeconomic factors are contributing to the expansion of the market.

    Customer preferences:
    Customers in the GCC region are increasingly opting for downloadable games over physical copies. This shift can be attributed to several factors. Firstly, the convenience of downloading games directly to their devices allows customers to access and play games instantly without the need for physical discs or cartridges. Secondly, the growing popularity of online multiplayer games has created a demand for digital copies, as players can easily connect and play with others from around the world. Furthermore, the availability of frequent updates and additional content for downloaded games enhances the overall gaming experience for customers.

    Trends in the market:
    The Download Games market in the GCC is witnessing several trends that are shaping its growth. Firstly, there is a rise in the popularity of mobile gaming. With the increasing penetration of smartphones and the availability of high-speed internet, more customers are engaging in gaming activities on their mobile devices. This trend is driving the demand for downloadable mobile games in the region. Another trend in the market is the emergence of cloud gaming services. These services allow customers to stream and play games directly from the cloud, eliminating the need for downloading and installing games on their devices. This trend is gaining traction in the GCC region, as it provides customers with access to a wide range of games without the need for expensive gaming hardware.

    Local special circumstances:
    The GCC region has a large and affluent population, which contributes to the growth of the Download Games market. The high disposable income of customers enables them to invest in gaming devices and purchase downloadable games. Additionally, the region has a strong gaming culture, with a significant number of gamers actively participating in various gaming events and competitions. This creates a favorable environment for the growth of the Download Games market.

    Underlying macroeconomic factors:
    The GCC region is experiencing rapid economic growth, driven by factors such as infrastructure development, diversification of economies, and government initiatives to promote digitalization. These macroeconomic factors have a positive impact on the Download Games market, as they contribute to the overall growth of the gaming industry. The increased disposable income and the availability of advanced technology in the region further fuel the demand for downloadable games. In conclusion, the Download Games market in GCC is developing due to changing customer preferences, including the shift towards digital gaming and the rise in mobile gaming. The emergence of cloud gaming services is also shaping the market. Local special circumstances, such as the affluent population and strong gaming culture, contribute to the growth of the market. Additionally, underlying macroeconomic factors, including rapid economic growth and government initiatives, play a significant role in driving the expansion of the Download Games market in GCC.

    Users

    Most recent update: Nov 2024

    Source: Statista Market 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 Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. 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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    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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