Mobile Games - MENA

  • MENA
  • In MENA, revenue in the Mobile Games market market is projected to reach US$3.52bn in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 5.59%, which would result in a projected market volume of US$4.62bn by 2029.
  • By 2029, the number of users in the Mobile Games market market in MENA is anticipated to amount to 146.5m users.
  • User penetration in MENA will be 21.1% in 2024 and is expected to rise to 24.2% by 2029.
  • In a global context, the highest revenue will be generated United States, with US$34,300.00m expected in 2024.
  • The average revenue per user (ARPU) in the Mobile Games market market in MENA is projected to reach US$29.30 in 2024.
  • The MENA region is witnessing a surge in mobile gaming popularity, driven by increased smartphone penetration and a young, tech-savvy population.

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

 
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Analyst Opinion

The Mobile Games market in the Middle East and North Africa (MENA) region has been experiencing significant growth in recent years.

Customer preferences:
The increasing popularity of smartphones and the widespread availability of high-speed internet connections have contributed to the rising demand for mobile games in the MENA region. Customers are increasingly turning to their mobile devices for entertainment, and mobile games provide a convenient and accessible form of entertainment that can be enjoyed anywhere and at any time.

Trends in the market:
One of the key trends in the MENA mobile games market is the growing adoption of in-app purchases. Developers are increasingly monetizing their games through the sale of virtual goods and add-ons, allowing players to enhance their gaming experience. This trend is driven by the desire to offer free-to-play games that can reach a wider audience, while still generating revenue through microtransactions. Additionally, multiplayer mobile games are gaining popularity in the region, as they allow players to connect and compete with friends and other players from around the world.

Local special circumstances:
The MENA region has a large and youthful population, with a high proportion of tech-savvy individuals who are early adopters of new technologies. This demographic factor has contributed to the growth of the mobile games market in the region, as young people are more likely to own smartphones and spend time playing games on their devices. Additionally, the cultural diversity of the MENA region has led to the development of games that cater to specific local preferences and interests. For example, there is a growing market for mobile games that incorporate elements of Arab culture, such as traditional music, folklore, and historical themes.

Underlying macroeconomic factors:
The MENA region has experienced rapid economic growth in recent years, which has led to an increase in disposable incomes and a larger middle class. This has resulted in greater purchasing power and a willingness to spend on leisure activities, including mobile games. Additionally, the region has seen significant investments in infrastructure, including the expansion of mobile networks and the rollout of high-speed internet services. This has made it easier for people to access and download mobile games, further fueling the growth of the market. In conclusion, the Mobile Games market in the MENA region is growing rapidly due to the increasing popularity of smartphones, the adoption of in-app purchases, the rise of multiplayer games, the youthful population, the cultural diversity, and the underlying macroeconomic factors. As the region continues to develop and embrace new technologies, the mobile games market is expected to continue its upward trajectory in the coming years.

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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