Mobile Games - GCC

  • GCC
  • In the GCC region, revenue in the Mobile Games market market is projected to reach US$0.79bn in 2024.
  • The revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 4.62%, leading to a projected market volume of US$0.99bn by 2029.
  • Within the Mobile Games market market in the GCC, the number of users is anticipated to amount to 12.2m users by 2029.
  • User penetration in the GCC is forecasted to be 17.1% in 2024, with an expected increase to 19.1% by 2029.
  • In a global context, the majority of revenue will be generated United States, which is projected to reach US$34,300.00m in 2024.
  • The average revenue per user (ARPU) within the Mobile Games market market in the GCC is projected to amount to US$77.20 in 2024.
  • The GCC region is increasingly embracing mobile games as a primary entertainment medium, reflecting a shift in digital consumption habits among its youth.

Key regions: Japan, Germany, South Korea, China, Asia

 
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Analyst Opinion

The Mobile Games market in GCC is experiencing significant growth due to the increasing popularity of smartphones and the rising demand for entertainment on-the-go.

Customer preferences:
Customers in the GCC region have shown a strong preference for mobile games as a form of entertainment. The convenience of playing games on smartphones has made them a popular choice among both casual and hardcore gamers. Additionally, the availability of a wide range of game genres, including puzzle games, strategy games, and multiplayer games, caters to the diverse preferences of customers in the region.

Trends in the market:
One of the key trends in the Mobile Games market in GCC is the increasing adoption of in-app purchases. Game developers are capitalizing on this trend by offering virtual goods and additional features that can be purchased within the game. This monetization strategy has proven to be highly successful, as customers are willing to spend money on enhancing their gaming experience. Another trend in the market is the rise of mobile esports. The GCC region has seen a growing interest in competitive mobile gaming, with tournaments and events being organized to cater to the competitive gaming community. This trend has not only increased the popularity of mobile games but has also created opportunities for professional gamers and content creators.

Local special circumstances:
The Mobile Games market in GCC is also influenced by local cultural and social factors. The region has a young population with a high smartphone penetration rate, which contributes to the growth of the market. Additionally, the GCC countries have a high disposable income, allowing customers to spend more on mobile games and in-app purchases.

Underlying macroeconomic factors:
The economic stability and growth in the GCC region have played a significant role in the development of the Mobile Games market. The region has witnessed strong economic growth, which has resulted in an increase in disposable income and consumer spending. This has created a favorable environment for the mobile games industry to thrive. In conclusion, the Mobile Games market in GCC is experiencing rapid growth due to the increasing popularity of smartphones, customer preferences for mobile gaming, and the availability of a wide range of game genres. The adoption of in-app purchases and the rise of mobile esports are key trends in the market. The young population, high smartphone penetration rate, and strong economic growth in the region are local special circumstances that contribute to the development of the market.

Methodology

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.

Overview

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