Mobile Games - Israel

  • Israel
  • In Israel, revenue in the Mobile Games market market is projected to reach US$241.90m in 2024.
  • This revenue is expected to show an annual growth rate (CAGR 2024-2029) of 7.65%, resulting in a projected market volume of US$349.70m by 2029.
  • The number of users in the Mobile Games market market in Israel is anticipated to amount to 2.6m users by 2029.
  • User penetration in Israel will be 23.6% in 2024 and is expected to increase to 26.6% 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) in the Mobile Games market market in Israel is projected to amount to US$110.30 in 2024.
  • In Israel, the mobile games market is increasingly dominated by innovative startups, reflecting the country's thriving tech ecosystem and entrepreneurial spirit.

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

 
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Analyst Opinion

The Mobile Games market in Israel is experiencing significant growth and development in recent years.

Customer preferences:
Israeli consumers have shown a strong affinity for mobile games, with a growing number of people using smartphones and tablets to play games. The convenience and portability of mobile devices make them the preferred platform for gaming on the go. Additionally, the younger demographic in Israel, who are more tech-savvy and have grown up with mobile technology, are driving the demand for mobile games.

Trends in the market:
One of the key trends in the Israeli mobile games market is the rise of casual and hyper-casual games. These types of games are easy to pick up and play, making them popular among casual gamers. They often have simple gameplay mechanics and do not require a significant time commitment, which appeals to busy individuals who want to play games in short bursts. The popularity of casual and hyper-casual games is also reflected in the growing number of game developers in Israel focusing on these genres. Another trend in the market is the increasing popularity of multiplayer mobile games. Israeli gamers are seeking social interactions and competitive experiences, and multiplayer games provide a platform for them to connect and compete with friends and other players. This trend is driving the development of mobile games with multiplayer features, such as real-time battles and cooperative gameplay.

Local special circumstances:
Israel has a thriving tech industry, known as the "Startup Nation," which has contributed to the growth of the mobile games market. The country has a high concentration of talented developers and entrepreneurs who are creating innovative and engaging mobile games. The Israeli government has also been supportive of the tech industry, providing incentives and funding for startups, which has further fueled the growth of the mobile games market.

Underlying macroeconomic factors:
The strong economy in Israel has played a role in the development of the mobile games market. With a high GDP per capita and a well-educated population, Israeli consumers have the disposable income and the technological infrastructure to support the growth of the mobile games industry. Additionally, the increasing smartphone penetration in the country has made mobile games more accessible to a larger audience. In conclusion, the Mobile Games market in Israel is experiencing significant growth and development due to customer preferences for mobile gaming, trends in the market such as the popularity of casual and multiplayer games, local special circumstances such as the thriving tech industry, and underlying macroeconomic factors such as the strong economy and high smartphone penetration. This growth is expected to continue as more developers enter the market and consumers continue to embrace mobile gaming as a form of entertainment.

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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