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Online Games - Bahrain

Bahrain
  • In Bahrain, revenue in the Online Games market market is projected to reach US$1.98m in 2024.
  • The revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.28%, resulting in a projected market volume of US$2.57m by 2029.
  • In the Online Games market market in Bahrain, the number of users is expected to amount to 253.7k users by 2029.
  • User penetration will be 15.7% in 2024 and is expected to hit 16.2% by 2029.
  • In global comparison, most revenue will be generated China (US$6.53bn in 2024).
  • The average revenue per user (ARPU) in the Online Games market market in Bahrain is projected to amount to US$8.44 in 2024.
  • Bahrain's online gaming sector is experiencing a surge in popularity, driven by increasing internet penetration and a youthful, tech-savvy population seeking engaging entertainment options.

Definition:

Online games such as Fortnite and World of Warcraft are video games that can be played over the internet with other players from around the world. These games are designed to be immersive and engaging, allowing players to interact with each other in a virtual world. Players can create their own avatars, complete quests, battle enemies, and participate in various activities. The games are often structured as ongoing narratives, with new content regularly added to keep the experience fresh and exciting. Online games like these have become increasingly popular in recent years, creating new communities and social experiences for players. Online games can be divided into subscription-based games, such as World of Warcraft, or games that are for free, which allow in game purchases, such as Fortnite.

Additional information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through in-game purchases, consumer spending on games, and subscription fees. Additional definitions for each market can be found within the respective market pages. Market numbers for online games can also be found in the Advertising & Media Insights in the digital video games market. Key players in the market are companies like Activision (Call of Duty), Blizzard (World of Warcraft) or Epic Games (Fortnite) For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Free-to-play games with in-game purchases for additional premium contents or functionalities
  • Massive multiplayer online games (MMOGs)

Out-Of-Scope

  • Sale of physical video games
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Games: market data & analysis

Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Notes: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.

    Most recent update: Aug 2024

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Online Games market in Bahrain has experienced significant growth in recent years, driven by changing customer preferences and the increasing popularity of online gaming worldwide.

    Customer preferences:
    In Bahrain, as in many other countries, customer preferences have shifted towards online gaming due to its convenience and accessibility. With the proliferation of smartphones and high-speed internet connectivity, more people are opting to play games on their mobile devices rather than traditional gaming consoles or PCs. This trend is further fueled by the availability of a wide range of online games, including multiplayer games that allow players to compete or cooperate with others from around the world. Additionally, the rise of esports has also contributed to the growing popularity of online gaming, as more people are interested in watching and participating in competitive gaming events.

    Trends in the market:
    One of the key trends in the online games market in Bahrain is the increasing adoption of mobile gaming. Mobile games offer a convenient and portable gaming experience, allowing players to enjoy their favorite games anytime and anywhere. This trend is expected to continue as smartphone penetration rates continue to rise and game developers focus on creating mobile-friendly games. Another trend in the market is the growing popularity of free-to-play games, which allow players to download and play games for free, but offer in-app purchases or advertisements to generate revenue. This model has proven to be successful in attracting a large user base and monetizing through microtransactions.

    Local special circumstances:
    Bahrain, being a small island nation with a relatively small population, has a close-knit gaming community. This has led to the emergence of local gaming events and tournaments, where gamers can showcase their skills and compete against each other. These events not only promote the local gaming scene but also attract international players and audiences. Furthermore, the government of Bahrain has recognized the potential of the gaming industry and has taken steps to support its growth. For example, the Bahrain Economic Development Board has established initiatives to attract game developers and promote the development of the gaming industry in the country.

    Underlying macroeconomic factors:
    The growth of the online games market in Bahrain is also influenced by underlying macroeconomic factors. The country has a strong economy and high per capita income, which enables people to spend more on leisure activities such as gaming. Additionally, Bahrain has a young population, with a significant portion of the population being below the age of 30. Younger generations are more likely to be avid gamers, contributing to the demand for online games. Furthermore, the government's focus on diversifying the economy and promoting the digital sector has created a favorable environment for the development of the online games market.

    Users

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Nov 2024

    Source: Statista Market Insights

    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.

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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