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Games - GCC

GCC
  • In the GCC, revenue in the Games market is projected to reach US$3.67bn in 2024.
  • The revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.63%, leading to a projected market volume of US$5.06bn by 2029.
  • In a global context, the majority of revenue will be generated United States, which is expected to reach US$128.10bn in 2024.
  • Within the Games market, the number of users in the GCC is anticipated to amount to 15.5m users by 2029.
  • User penetration in the GCC will be 22.5% in 2024 and is projected to increase to 24.2% by 2029.
  • The average revenue per user (ARPU) in the GCC is expected to amount to [arpu_firstmarket_yeartoday].
  • The GCC region is witnessing a significant surge in demand for interactive gaming experiences, reflecting a cultural shift towards digital entertainment and engagement.

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

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Games market in the GCC region has been experiencing significant growth in recent years, driven by changing customer preferences, emerging trends, and local special circumstances. Customer preferences in the GCC region have shifted towards digital gaming platforms, with an increasing number of consumers opting for online and mobile gaming. This can be attributed to the convenience and accessibility offered by these platforms, as well as the growing popularity of smartphones and high-speed internet connectivity in the region. Additionally, there is a strong preference for multiplayer and social gaming experiences, as consumers in the GCC region enjoy playing games with friends and family. Trends in the market reflect the growing demand for gaming content and experiences in the GCC region. There has been a rise in the popularity of esports, with competitive gaming tournaments and events attracting a large number of participants and spectators. This trend is driven by the increasing interest in professional gaming and the rise of local esports teams and organizations. Furthermore, there is a growing demand for virtual reality (VR) and augmented reality (AR) gaming experiences, as consumers in the GCC region seek immersive and interactive gameplay. Local special circumstances in the GCC region have also contributed to the development of the Games market. The region has a young and tech-savvy population, with a high proportion of millennials and digital natives. This demographic is highly engaged with gaming and has a strong affinity for digital entertainment. Additionally, the GCC region has a high disposable income and a culture of leisure and entertainment, which further fuels the demand for gaming products and experiences. Underlying macroeconomic factors play a significant role in the growth of the Games market in the GCC region. The region has been experiencing economic diversification and a focus on technology and innovation, which has created a conducive environment for the development of the gaming industry. Furthermore, government initiatives to promote the digital economy and investment in infrastructure have supported the growth of the Games market. The GCC region also benefits from its strategic location, which attracts international gaming companies and facilitates cross-border collaborations and partnerships. Overall, the Games market in the GCC region is developing rapidly due to changing customer preferences, emerging trends, local special circumstances, and underlying macroeconomic factors. As the region continues to invest in technology and innovation, the Games market is expected to further expand and diversify, offering new opportunities for both local and international players in the industry.

    Users

    Most recent update: Nov 2024

    Source: Statista Market Insights

    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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