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Games - MENA

MENA
  • In MENA, revenue in the Games market is projected to reach US$16.74bn in 2025.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2025-2029) of 7.25%, leading to a projected market volume of US$22.15bn by 2029.
  • In a global context, the highest revenue will be generated United States, with US$141.84bn in 2025.
  • Within the Games market in MENA, the number of users is anticipated to reach 176.9m users by 2029.
  • User penetration in MENA will be 27.0% in 2025 and is expected to increase to 29.3% by 2029.
  • The average revenue per user (ARPU) is expected to amount to [arpu_firstmarket_yeartoday].
  • As the gaming industry in MENA continues to grow, governments are increasingly investing in regulatory frameworks to foster innovation and attract global developers.

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
CONTENTBOX_CAPTION_STUDY_DETAILS

    Revenue

    NOTES: Data was converted from local currencies using average exchange rates of the respective year.

    MOST_RECENT_UPDATE: Jan 2025

    SOURCE: Statista Market Insights

    MOST_RECENT_UPDATE: Jan 2025

    SOURCE: Statista Market Insights

    Analyst Opinion

    The Games Market within the Media Market in MENA has seen considerable growth, fueled by the surge in mobile gaming, increasing internet penetration, and a young, tech-savvy population eager for interactive entertainment experiences.

    Customer preferences:
    Consumers in the MENA Games Market are increasingly gravitating towards immersive and socially interactive gaming experiences, reflecting a desire for community engagement and connection. This trend is amplified by the region's youthful demographic, who prefer multiplayer games that foster collaboration and competition. Additionally, culturally relevant content, including localized narratives and themes, is gaining traction, as players seek experiences that resonate with their identities. The rise of esports and gaming influencers further shapes consumer preferences, highlighting a shift towards competitive gaming as a mainstream entertainment choice.

    Trends in the market:
    In the MENA Games Market, there is a notable shift towards mobile gaming, driven by increased smartphone penetration and affordable data services. Concurrently, the rise of indie game development is fostering innovation, allowing for unique narratives that resonate with local cultures. Additionally, the expansion of streaming platforms is enhancing community engagement, as gamers share experiences and build connections. These trends signify a vibrant market landscape, presenting opportunities for developers and marketers to create tailored content that aligns with regional preferences and cultural identities.

    Local special circumstances:
    In Turkey, the Games Market is influenced by a young, tech-savvy population eager for diverse gaming experiences, fostering a thriving indie scene that reflects local narratives. Iran's regulatory environment poses challenges for game developers, yet the demand for culturally relevant content drives innovation, particularly in mobile gaming. In Saudi Arabia, government initiatives to promote digital entertainment are propelling growth, while Egypt's burgeoning youth demographic seeks engaging games that resonate with their cultural heritage, creating a dynamic and unique landscape across the MENA region.

    Underlying macroeconomic factors:
    The growth of the Games Market within the Media Market in the MENA region is significantly shaped by macroeconomic factors such as demographic trends, digital infrastructure development, and government initiatives. The young, tech-savvy population across MENA countries drives demand for innovative and culturally relevant gaming experiences. Additionally, ongoing investments in digital infrastructure enhance accessibility and connectivity, fostering engagement. However, economic fluctuations, regulatory challenges, and varying fiscal policies can hinder market expansion. Countries with supportive government initiatives and favorable economic conditions are likely to see accelerated growth, while those facing economic instability may struggle to attract investment in gaming.

    Users

    MOST_RECENT_UPDATE: Jan 2025

    SOURCE: Statista Market Insights

    Global Comparison

    MOST_RECENT_UPDATE: Jan 2025

    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: Jan 2025

    SOURCE: Statista Market Insights

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