Games - Israel

  • Israel
  • In Israel, revenue in the Games market is projected to reach US$1,141.00m in 2024.
  • This revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 7.31%, resulting in a projected market volume of US$1,624.00m by 2029.
  • In global comparison, the majority of revenue will be generated United States, which is expected to reach US$128.10bn in 2024.
  • Within the Games market in Israel, the number of users is anticipated to amount to 3.7m users by 2029.
  • User penetration in Israel will be 34.6% in 2024 and is expected to increase to 37.3% by 2029.
  • The average revenue per user (ARPU) in Israel is expected to amount to [arpu_firstmarket_yeartoday].
  • Israel's vibrant gaming sector is increasingly embracing innovative technologies, reflecting a growing trend towards immersive experiences that cater to diverse audiences.

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

 
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Analyst Opinion

The Games market in Israel has been experiencing significant growth in recent years, driven by changing customer preferences, technological advancements, and local special circumstances. Customer preferences in the Games market have shifted towards digital and mobile gaming, with a growing demand for online multiplayer games and mobile gaming apps. This trend can be attributed to the increasing accessibility of smartphones and internet connectivity, allowing users to play games anytime and anywhere. Additionally, the rise of social gaming and esports has also contributed to the popularity of gaming in Israel, as more players are seeking interactive and competitive gaming experiences. In terms of trends in the market, the Games industry in Israel has seen a surge in the development and production of locally-made games. This can be attributed to the country's thriving startup ecosystem and a growing number of talented game developers. Israeli game studios have gained recognition for their innovative and high-quality games, attracting both local and international players. Furthermore, the Games market in Israel has witnessed a rise in the popularity of virtual reality (VR) and augmented reality (AR) gaming, as these technologies offer immersive and interactive experiences. Local special circumstances have also contributed to the growth of the Games market in Israel. The country's young and tech-savvy population has embraced gaming as a form of entertainment, leading to increased demand for games and gaming platforms. Moreover, the Israeli government has been supportive of the Games industry, providing funding and incentives for game developers and startups. This has created a favorable environment for the growth and development of the Games market in Israel. Underlying macroeconomic factors have also played a role in the development of the Games market in Israel. The country's strong economy and high disposable income levels have allowed consumers to spend more on entertainment and leisure activities, including gaming. Furthermore, the increasing penetration of internet and smartphone usage in Israel has provided a larger market for game developers and publishers to target. In conclusion, the Games market in Israel is experiencing significant growth, driven by changing customer preferences, technological advancements, and local special circumstances. The shift towards digital and mobile gaming, the rise of locally-made games, and the popularity of VR and AR gaming are some of the key trends in the market. The young and tech-savvy population, government support, and favorable macroeconomic factors have also contributed to the growth of the Games market in Israel.

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
  • Demographics
  • Global Comparison
  • Methodology
  • Key Market Indicators
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