Gaming Networks - Western Asia

  • Western Asia
  • The revenue in the Gaming Networks market market in Western Asia is forecasted to reach US$158.80m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 6.73%, leading to a projected market volume of US$219.90m by 2029.
  • In the Gaming Networks market market in Western Asia, the number of users is expected to reach 5.6m users by 2029.
  • User penetration is set to be 1.9% in 2024 and is projected to reach 2.4% by 2029.
  • When compared globally, the in the United States will generate the most revenue (US$757.60m in 2024) in the Gaming Networks market market.
  • The average revenue per user (ARPU) in the Gaming Networks market market in Western Asia is projected to be US$38.06 in 2024.
  • The gaming networks sector in Western Asia is experiencing a surge in online multiplayer platforms, catering to the region's growing gaming community.

Key regions: United Kingdom, United States, France, Asia, Europe

 
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Analyst Opinion

The Gaming Networks market in Western Asia is experiencing significant growth and development due to various factors. Customer preferences in the Gaming Networks market in Western Asia are driven by the increasing popularity of online gaming and the growing demand for multiplayer gaming experiences.

With advancements in technology and the widespread availability of high-speed internet connections, gamers in Western Asia are increasingly seeking immersive and interactive gaming experiences that allow them to connect and compete with players from around the world. This has led to a rise in the popularity of gaming networks that provide multiplayer capabilities and social features, allowing gamers to interact, communicate, and collaborate with each other. Trends in the market indicate a shift towards mobile gaming in Western Asia.

With the widespread adoption of smartphones and the increasing affordability of mobile data plans, more and more gamers in the region are turning to mobile devices as their primary gaming platform. This trend is fueled by the convenience and portability of mobile gaming, allowing gamers to play anytime and anywhere. As a result, gaming networks are increasingly optimizing their platforms for mobile devices and developing mobile-specific features and content to cater to this growing segment of the market.

Local special circumstances in Western Asia also contribute to the development of the Gaming Networks market. The region is home to a large and tech-savvy young population, who are avid gamers and early adopters of new technologies. This demographic, coupled with the rising disposable income and increasing digital connectivity in the region, creates a favorable environment for the growth of the Gaming Networks market.

Additionally, Western Asia has a strong gaming culture, with gaming cafes and esports tournaments gaining popularity, further driving the demand for gaming networks and online multiplayer experiences. Underlying macroeconomic factors, such as the growing economies and increasing digital infrastructure investments in Western Asia, also play a role in the development of the Gaming Networks market. As countries in the region continue to invest in broadband connectivity and digital infrastructure, more individuals are gaining access to the internet and becoming potential customers of gaming networks.

The rising disposable income in the region also allows for increased spending on entertainment and leisure activities, including gaming. In conclusion, the Gaming Networks market in Western Asia is experiencing growth and development driven by customer preferences for online multiplayer gaming experiences, the increasing popularity of mobile gaming, local special circumstances such as a tech-savvy population and a strong gaming culture, and underlying macroeconomic factors such as growing economies and digital infrastructure investments. These factors are shaping the market and creating opportunities for gaming networks to expand their presence and offerings in the region.

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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