Mobile Games - Pakistan

  • Pakistan
  • In Pakistan, revenue in the Mobile Games market market is projected to reach US$17.71m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.49%, resulting in a projected market volume of US$24.25m by 2029.
  • In the Mobile Games market market withPakistan, the number of users is expected to amount to 49.0m users by 2029.
  • User penetration will be 14.7% in 2024 and is expected to hit 18.2% by 2029.
  • In global comparison, most revenue will be generated China with US$34,660.00m in 2024.
  • The average revenue per user (ARPU) in the Mobile Games market market in Pakistan is projected to amount to US$0.49 in 2024.
  • In Pakistan, the mobile gaming market is experiencing rapid growth, driven by increasing smartphone penetration and a youthful, tech-savvy population.

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

 
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Analyst Opinion

The Mobile Games market in Pakistan has experienced significant growth in recent years, driven by changing customer preferences and local special circumstances.

Customer preferences:
In Pakistan, there is a growing demand for mobile games among the younger population. With a large percentage of the population being under the age of 30, there is a strong consumer base for mobile games. Additionally, the increasing availability of affordable smartphones and the expansion of mobile internet connectivity have made mobile gaming more accessible to a wider audience.

Trends in the market:
One of the key trends in the mobile games market in Pakistan is the rise of multiplayer online games. These games allow players to connect and compete with each other in real-time, creating a social gaming experience. This trend is fueled by the growing popularity of esports in the country, with an increasing number of gamers participating in competitive tournaments and events. As a result, there is a demand for mobile games that offer multiplayer capabilities and a competitive gaming environment. Another trend in the market is the localization of mobile games. Pakistani game developers are creating games that are tailored to the local culture and preferences. This includes incorporating local languages, themes, and characters into the games. This localization strategy helps to attract and engage the Pakistani audience, as they can relate to the content and feel a sense of ownership over the games.

Local special circumstances:
Pakistan has a large youth population, with a significant portion of the population being under the age of 30. This demographic is more likely to be tech-savvy and interested in mobile gaming. Additionally, the increasing availability of affordable smartphones and the expansion of mobile internet connectivity have made mobile gaming more accessible to a wider audience. These factors contribute to the growth of the mobile games market in Pakistan.

Underlying macroeconomic factors:
The growth of the mobile games market in Pakistan is also influenced by underlying macroeconomic factors. The country has experienced steady economic growth in recent years, leading to an increase in disposable income. As a result, consumers have more money to spend on leisure activities, including mobile gaming. Additionally, the government has been supportive of the digital industry, providing incentives and creating a favorable regulatory environment for game developers. These factors contribute to the overall growth of the mobile games market in Pakistan.

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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