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Gaming Networks - MENA

MENA
  • In MENA, revenue in the Gaming Networks market market is projected to reach US$211.30m in 2024.
  • Revenue in this region is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.99%, leading to a projected market volume of US$296.20m by 2029.
  • Within the Gaming Networks market market in MENA, the number of users is anticipated to reach 7.9m users by 2029.
  • User penetration in MENA will be 1.0% in 2024 and is expected to increase to 1.3% by 2029.
  • In global comparison, the majority of revenue will be generated the United States, which is projected to earn US$757.60m in 2024.
  • The average revenue per user (ARPU) in the Gaming Networks market market in MENA is projected to amount to US$36.23 in 2024.
  • The MENA region is witnessing a surge in gaming networks, reflecting a growing appetite for interactive entertainment and digital socialization among its youth.

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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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 Gaming Networks market in MENA has seen significant growth in recent years, driven by the increasing popularity of online gaming and the rise of mobile gaming platforms.

    Customer preferences:
    Customers in the MENA region 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 preference is driven by the desire for social interaction and the opportunity to showcase their gaming skills. Additionally, the convenience of mobile gaming has also contributed to the popularity of online gaming in the region, as it allows gamers to play anytime, anywhere.

    Trends in the market:
    One of the key trends in the Gaming Networks market in MENA is the increasing demand for esports. Esports tournaments and events have gained significant traction in the region, with a growing number of gamers and spectators participating in and watching these competitions. This trend is driven by the rising interest in competitive gaming and the potential for professional esports careers. As a result, gaming networks in the MENA region are focusing on developing infrastructure and platforms to support esports events and provide a seamless gaming experience for both players and spectators. Another trend in the market is the growing popularity of virtual reality (VR) gaming. VR technology has advanced significantly in recent years, and gamers in the MENA region are increasingly embracing this immersive gaming experience. VR gaming offers a new level of realism and interactivity, allowing players to fully immerse themselves in virtual worlds. This trend is driven by the desire for more engaging and immersive gaming experiences, and gaming networks in the MENA region are investing in VR technology to cater to this demand.

    Local special circumstances:
    The MENA region has a large and young population, which has contributed to the growth of the Gaming Networks market. The region has a high youth population, who are avid gamers and have a strong interest in online gaming. Additionally, the region has a growing middle class with increasing disposable income, which has led to higher spending on gaming and entertainment. These local circumstances have created a favorable environment for the growth of the Gaming Networks market in MENA.

    Underlying macroeconomic factors:
    The growth of the Gaming Networks market in MENA is also influenced by underlying macroeconomic factors. The region has witnessed economic growth in recent years, which has led to increased consumer spending on entertainment and leisure activities. Additionally, the penetration of smartphones and internet connectivity has improved, making online gaming more accessible to a larger audience. These factors have contributed to the expansion of the Gaming Networks market in MENA and are expected to continue driving its growth in the future. In conclusion, the Gaming Networks market in MENA is experiencing significant growth, driven by customer preferences for online gaming and the rise of esports and virtual reality gaming. The region's young population, growing middle class, and favorable macroeconomic factors have created a conducive environment for the expansion of the market. As a result, gaming networks in MENA are investing in infrastructure and technology to cater to the increasing demand for online gaming and provide a seamless gaming experience for their customers.

    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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