Games - GCC

  • GCC
  • In the GCC, revenue in the Games market is projected to reach US$3,670.00m 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$5,058.00m 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.

Key regions: United Kingdom, Germany, India, United States, South Korea

 
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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.

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.

Overview

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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