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
Most recent update: Nov 2024
Source: Statista Market Insights
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.
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