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Games - Egypt

Egypt
  • In Egypt, revenue in the Games market is projected to reach US$1.93bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 8.77%, resulting in a projected market volume of US$2.94bn by 2029.
  • In a global context, Egypt's revenue generation will be significantly lower than that of United States, which is projected to generate US$128.10bn in 2024.
  • In the Games market withEgypt, the number of users is expected to amount to 38.9m users by 2029.
  • User penetration in Egypt will be 27.5% in 2024 and is anticipated to increase to 31.5% by 2029.
  • The average revenue per user (ARPU) in Egypt is expected to amount to US$414.90.
  • In Egypt, the burgeoning interest in digital gaming is reshaping the media landscape, attracting investments and fostering local talent in game development.

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 Egypt has been experiencing significant growth in recent years, driven by a combination of customer preferences, market trends, local special circumstances, and underlying macroeconomic factors.

    Customer preferences:
    Egyptian consumers have shown a strong preference for mobile gaming, with the majority of gamers in the country playing games on their smartphones. This is due to the widespread availability of affordable smartphones and the increasing popularity of mobile gaming apps. Additionally, there is a growing interest in multiplayer and online gaming, as it allows players to connect with friends and compete against others from around the world.

    Trends in the market:
    One of the key trends in the Games market in Egypt is the rise of esports. Esports tournaments and events are gaining popularity in the country, attracting both local and international players. This trend is fueled by the increasing number of professional gamers and the growing interest in competitive gaming among the younger generation. Furthermore, there is a growing demand for virtual reality (VR) and augmented reality (AR) gaming experiences, as consumers seek more immersive and interactive gameplay.

    Local special circumstances:
    Egypt has a large and young population, with a significant portion of the population being under the age of 30. This demographic trend has contributed to the growth of the Games market, as young people are more likely to be avid gamers. Additionally, the government has been supportive of the gaming industry, providing incentives and support for local game developers and hosting gaming events and conferences.

    Underlying macroeconomic factors:
    The growth of the Games market in Egypt can also be attributed to several underlying macroeconomic factors. The country has experienced steady economic growth in recent years, which has led to an increase in disposable income and consumer spending. This has allowed more people to afford gaming devices and accessories, contributing to the growth of the market. Furthermore, the expansion of internet infrastructure and the increasing penetration of smartphones have made gaming more accessible to a larger portion of the population. In conclusion, the Games market in Egypt is experiencing significant growth due to customer preferences for mobile gaming and online multiplayer experiences, the rise of esports and demand for VR/AR gaming, the country's young population and government support for the industry, and underlying macroeconomic factors such as economic growth and improved internet infrastructure. As these trends continue to evolve, the Games market in Egypt is expected to further expand in the coming years.

    Users

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Demographics

    Most recent update: Mar 2024

    Sources: Statista Market Insights, Statista Consumer Insights Global

    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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