Definition:
The mobile games market encompasses the development, distribution, and consumption of video games specifically designed for mobile devices such as smartphones and tablets. These games are typically available for download through mobile app stores and often feature a wide range of genres, including casual, puzzle, strategy, and action games, catering to diverse audiences globally.
Additional Information:
The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through purchases and in-app purchases. Key players in the market are companies, such as Tencent Holdings Limited, Activision Blizzard, and Supercell.
Notes: Data was converted from local currencies using average exchange rates of the respective year.
Most recent update: Nov 2024
Source: Statista Market Insights
Notes: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.
Most recent update: Aug 2024
Most recent update: Nov 2024
Source: Statista Market Insights
The Mobile Games market in Bahrain has been experiencing significant growth in recent years, driven by a combination of customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. Customer preferences in Bahrain have shifted towards mobile gaming due to the convenience and accessibility it offers. With the increasing penetration of smartphones and the availability of high-speed internet connections, more people have access to mobile games. Additionally, the younger population in Bahrain, who are more tech-savvy, are increasingly turning to mobile gaming as a form of entertainment. Trends in the market also contribute to the growth of the Mobile Games market in Bahrain. One key trend is the rise of casual and hyper-casual games. These games are easy to learn and play, making them popular among a wide range of users. They also often incorporate social elements, allowing players to compete with friends and share their progress on social media platforms. This trend aligns with the preferences of Bahraini consumers who are looking for quick and enjoyable gaming experiences. Another trend in the market is the increasing popularity of in-app purchases and microtransactions. Mobile game developers have adopted a freemium model, where the game is initially free to download but offers in-app purchases to enhance the gaming experience. This model has proven to be successful in Bahrain, as players are willing to spend money on virtual goods and enhancements within the game. Local special circumstances also play a role in the growth of the Mobile Games market in Bahrain. The country has a young and tech-savvy population, with a high smartphone penetration rate. This creates a favorable environment for mobile gaming, as there is a large potential user base. Additionally, the government of Bahrain has been supportive of the technology and gaming industry, providing incentives and infrastructure to attract game developers and companies to the country. Underlying macroeconomic factors further contribute to the growth of the Mobile Games market in Bahrain. The country has a strong economy and high disposable income levels, which allows consumers to spend on leisure activities such as mobile gaming. Additionally, the government's focus on diversifying the economy and promoting the technology sector has led to increased investment in the gaming industry, driving its growth. Overall, the Mobile Games market in Bahrain is experiencing significant growth due to customer preferences for mobile gaming, market trends such as casual games and in-app purchases, local special circumstances including a young population and government support, and underlying macroeconomic factors such as a strong economy and high disposable income levels. This growth is expected to continue in the coming years as the mobile gaming industry in Bahrain further matures and evolves.
Most recent update: Nov 2024
Source: Statista Market Insights
Most recent update: Nov 2024
Source: Statista Market Insights
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.Notes: Based on data from IMF, World Bank, UN and Eurostat
Most recent update: Sep 2024
Source: Statista Market Insights