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Gaming Networks - Bahrain

Bahrain
  • In Bahrain, revenue in the Gaming Networks market market is projected to reach US$4.07m in 2024.
  • Revenue in this sector is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 8.85%, leading to a projected market volume of US$6.21m by 2029.
  • The number of users in the Gaming Networks market market in Bahrain is expected to amount to 198.6k users by 2029.
  • User penetration in Bahrain will be 9.0% in 2024 and is expected to rise to 12.7% by 2029.
  • In a global context, the majority of revenue will be generated the United States, with a figure of US$757.60m in 2024.
  • The average revenue per user (ARPU) in the Gaming Networks market market in Bahrain is projected to reach US$30.24 in 2024.
  • Bahrain's gaming networks are rapidly evolving, driven by increasing digital engagement and a burgeoning interest in esports among the youth population.

Definition:

Gaming networks refer to online platforms or services that facilitate multiplayer gaming experiences, allowing players to connect and interact with each other over the internet. These networks often provide features such as matchmaking, chat functionalities, leaderboards, and social integration, enabling gamers to engage in collaborative or competitive gameplay across various devices and locations.

Additional Information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through subscriptions. Key players in the market are companies, such as PlayStation Network (PSN), Xbox Live, and Nintendo Switch Online.

In-Scope

  • Subscription-based access to online premium services such as Xbox Live Gold, PlayStation Plus, or Nintendo Switch Online
  • Game passes such as Xbox Game Pass, EA Access, or Origin Access

Out-Of-Scope

  • Monthly fees for playing online-based games such as World of Warcraft
  • Expenses for DLCs, season passes, in-games purchases, etc.
  • Cloud gaming subscriptions such as PlayStation Now
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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 Gaming Networks market in Bahrain has been experiencing significant growth in recent years, driven by the increasing popularity of online gaming and the growing demand for high-speed internet connectivity.

    Customer preferences:
    Bahraini consumers have shown a strong preference for online gaming, with a growing number of gamers opting for multiplayer online games that allow them to connect and compete with players from around the world. This trend can be attributed to the increasing availability of high-speed internet connections in the country, which has made online gaming more accessible and enjoyable. Additionally, the younger generation in Bahrain has shown a particular interest in mobile gaming, with smartphone gaming becoming increasingly popular.

    Trends in the market:
    One of the key trends in the Gaming Networks market in Bahrain is the rise of esports. Esports refers to competitive video gaming, where professional gamers compete against each other in organized tournaments. This trend has gained significant traction in Bahrain, with the country hosting several esports tournaments and events. The popularity of esports has also led to the emergence of professional esports teams and the development of dedicated esports arenas in the country. Another trend in the market is the increasing integration of virtual reality (VR) and augmented reality (AR) technologies in gaming. Bahraini gamers are increasingly seeking immersive gaming experiences, and VR and AR technologies offer them the opportunity to fully immerse themselves in the virtual worlds of their favorite games. This trend is expected to drive the demand for VR and AR gaming devices and accessories in the country.

    Local special circumstances:
    Bahrain has a relatively small population compared to other countries in the region, which presents both opportunities and challenges for the Gaming Networks market. On one hand, the small population size allows gaming companies to target a niche market and tailor their offerings to the specific preferences and needs of Bahraini gamers. On the other hand, the limited customer base may pose challenges in terms of market saturation and competition.

    Underlying macroeconomic factors:
    The growth of the Gaming Networks market in Bahrain can be attributed to several underlying macroeconomic factors. Firstly, the government of Bahrain has been actively promoting the development of the technology sector, including the gaming industry. This has led to the establishment of gaming incubators and the provision of financial incentives for gaming startups, which has attracted both local and international companies to invest in the market. Secondly, the increasing availability of high-speed internet connectivity in Bahrain has played a crucial role in driving the growth of the Gaming Networks market. The government has made significant investments in improving the country's telecommunications infrastructure, resulting in faster and more reliable internet connections. This has created a conducive environment for online gaming and has allowed gamers to connect and compete with players from around the world. In conclusion, the Gaming Networks market in Bahrain is experiencing significant growth due to the increasing popularity of online gaming, the rise of esports, the integration of VR and AR technologies, and the government's support for the technology sector. With the continued development of high-speed internet connectivity and the promotion of the gaming industry, the market is expected to further expand in the coming years.

    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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