Online Games - Egypt

  • Egypt
  • In Egypt, revenue in the Online Games market market is projected to reach US$51.97m in 2024.
  • Revenue in this sector is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 8.07%, leading to a projected market volume of US$76.60m by 2029.
  • The number of users in the Online Games market market in Egypt is anticipated to amount to 14.9m users by 2029.
  • User penetration in Egypt will be 10.6% in 2024 and is expected to increase to 12.1% by 2029.
  • In a global context, the highest revenue will be generated China, with figures reaching US$6,532.00m in 2024.
  • The average revenue per user (ARPU) in the Online Games market market in Egypt is projected to be US$4.27 in 2024.
  • In Egypt, the burgeoning interest in online gaming reflects a shift towards digital entertainment, driven by increased internet penetration and youth engagement.

Key regions: France, South Korea, Europe, India, Asia

 
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Analyst Opinion

The Online Games market in Egypt has been experiencing significant growth in recent years, driven by changing customer preferences and local special circumstances.

Customer preferences:
Egyptian consumers have shown a growing interest in online gaming, with an increasing number of people turning to digital platforms for entertainment. This shift can be attributed to several factors, including the convenience and accessibility of online games, the wide variety of gaming options available, and the social aspect of online gaming. Additionally, the younger generation in Egypt, who are more tech-savvy and digitally connected, are particularly drawn to online gaming as a form of entertainment.

Trends in the market:
One of the key trends in the Online Games market in Egypt is the rise of mobile gaming. With the widespread availability of smartphones and affordable data plans, more Egyptians are accessing online games through their mobile devices. This trend is further fueled by the development of local mobile gaming apps and the popularity of multiplayer online games that can be played on the go. Furthermore, the emergence of eSports in Egypt has also contributed to the growth of the online gaming market, with an increasing number of players and spectators participating in competitive gaming events.

Local special circumstances:
Egypt has a large and young population, with a significant proportion of the population under the age of 30. This demographic profile creates a favorable environment for the growth of the online gaming market, as younger consumers are more likely to engage with digital entertainment platforms. Additionally, the relatively low cost of internet access and the increasing availability of affordable smartphones have made online gaming more accessible to a wider audience in Egypt.

Underlying macroeconomic factors:
The growth of the Online Games market in Egypt is also influenced by underlying macroeconomic factors. Egypt has been experiencing economic growth in recent years, which has resulted in an expansion of the middle class and increased disposable income. As a result, more consumers have the financial means to spend on leisure activities such as online gaming. Furthermore, the government of Egypt has been actively promoting the development of the digital economy, which includes the gaming industry. This support from the government has created a conducive environment for the growth of the Online Games market in Egypt. In conclusion, the Online Games market in Egypt is experiencing significant growth due to changing customer preferences, the rise of mobile gaming, the young population, and the support from the government. These factors have created a favorable environment for the development of the online gaming industry in Egypt, and the market is expected to continue its growth 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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