Download Games - United Arab Emirates

  • United Arab Emirates
  • In the United Arab Emirates, revenue in the Download Games market market is projected to reach US$58.84m in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 2.76%, leading to a projected market volume of US$67.41m by 2029.
  • In this market, the number of users in the United Arab Emirates is anticipated to amount to 1.6m users by 2029.
  • User penetration will be 16.9% in 2024 and is expected to decrease slightly to 16.6% by 2029.
  • In a global context, the majority of revenue will be generated the United States, amounting to US$5,054.00m in 2024.
  • The average revenue per user (ARPU) in the Download Games market market in the United Arab Emirates is projected to reach US$36.39 in 2024.
  • The United Arab Emirates is witnessing a surge in demand for downloadable games, driven by a youthful population seeking immersive digital entertainment experiences.

Key regions: India, Japan, China, Europe, France

 
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Analyst Opinion

The Download Games market in United Arab Emirates has been experiencing significant growth in recent years. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors have all contributed to this development. Customer preferences in the Download Games market in United Arab Emirates have shifted towards mobile gaming. With the increasing popularity of smartphones and tablets, more consumers are opting for mobile games that can be easily downloaded and played on the go. This preference for mobile gaming is driven by factors such as convenience, affordability, and the availability of a wide range of game options. Trends in the market indicate a growing demand for multiplayer and online games in United Arab Emirates. This trend can be attributed to the increasing connectivity and access to high-speed internet in the country. Multiplayer and online games provide an interactive and social gaming experience, which appeals to a wide range of consumers. Additionally, the rise of esports has also contributed to the popularity of multiplayer and online games, as more individuals are participating in competitive gaming events. Local special circumstances in United Arab Emirates have also played a role in the development of the Download Games market. The country has a young and tech-savvy population, with a high proportion of smartphone users. This demographic is more likely to engage in mobile gaming and contribute to the growth of the market. Furthermore, the government has been supportive of the gaming industry, with initiatives to promote local game development and hosting international gaming events. Underlying macroeconomic factors have also influenced the growth of the Download Games market in United Arab Emirates. The country has a strong economy and high disposable income levels, allowing consumers to spend more on entertainment and leisure activities such as gaming. Additionally, the rapid urbanization and modernization of the country have created a favorable environment for the development of the gaming industry. In conclusion, the Download Games market in United Arab Emirates is experiencing significant growth due to customer preferences for mobile gaming, the increasing demand for multiplayer and online games, local special circumstances such as a young and tech-savvy population, and underlying macroeconomic factors such as a strong economy and high disposable income levels. These factors have contributed to the development of a thriving gaming industry in the country.

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.

Overview

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