Games - Oman

  • Oman
  • Revenue in Oman's Games market is forecasted to reach US$222.50m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 6.37%, leading to a projected market volume of US$303.00m by 2029.
  • When compared globally, the highest revenue is predicted to be generated in China (US$128.90bn in 2024).
  • By 2029, the number of users in Oman's Games market is expected to reach 1.6m users.
  • User penetration is projected to be 29.6% in 2024 and is forecasted to reach 31.5% by 2029.
  • The average revenue per user (ARPU) is expected to be [arpu_firstmarket_yeartoday].
  • Oman's gaming media market is rapidly expanding, with a surge in local content creation and growing popularity among the youth demographic.

Key regions: United Kingdom, Germany, India, United States, South Korea

 
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Analyst Opinion

The Games market in Oman has been experiencing significant growth in recent years, driven by changing customer preferences, emerging trends in the market, and local special circumstances. Customer preferences in Oman have shifted towards digital gaming, with a growing demand for online and mobile games.

This can be attributed to the increasing availability of smartphones and affordable internet access. Additionally, there is a strong preference for multiplayer and social gaming experiences, as Omanis enjoy connecting and competing with friends and family members. As a result, game developers and publishers have been focusing on creating immersive and socially engaging gaming experiences to cater to these preferences.

Trends in the market indicate a rise in the popularity of esports in Oman. Esports tournaments and events have gained significant traction, attracting a large number of participants and spectators. This trend can be attributed to the growing interest in competitive gaming and the recognition of esports as a legitimate form of entertainment.

The emergence of local esports teams and the establishment of dedicated esports arenas have further fueled the growth of the esports industry in Oman. Local special circumstances, such as the hot climate and limited outdoor recreational options, have also contributed to the growth of the Games market in Oman. With limited outdoor activities available, people in Oman often turn to indoor entertainment options, including gaming, to pass the time and stay entertained.

The convenience and accessibility of gaming platforms have made them a popular choice for individuals of all ages. Underlying macroeconomic factors, such as the steady economic growth and increasing disposable income in Oman, have provided a favorable environment for the Games market to thrive. As the economy continues to expand, more people have the means to invest in gaming consoles, high-performance computers, and other gaming equipment.

This has led to an increase in the overall spending on gaming in the country. In conclusion, the Games market in Oman has witnessed significant growth due to changing customer preferences, emerging trends in the market, local special circumstances, and favorable macroeconomic factors. As digital gaming continues to gain popularity and esports becomes more mainstream, the market is expected to further expand in the coming years.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. 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
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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