Online Games - Jordan

  • Jordan
  • In Jordan, revenue in the Online Games market market is projected to reach US$6.95m in 2024.
  • Revenue in this sector is expected to show an annual growth rate (CAGR 2024-2029) of 5.47%, resulting in a projected market volume of US$9.07m by 2029.
  • The number of users in the Online Games market market in Jordan is expected to amount to 1.2m users by 2029.
  • User penetration in Jordan will be 10.1% in 2024 and is expected to increase to 10.5% by 2029.
  • In a global context, the majority of revenue will be generated China, which is forecasted to reach US$6,532.00m in 2024.
  • The average revenue per user (ARPU) in Jordan's Online Games market market is projected to amount to US$6.02 in 2024.
  • In Jordan, the online gaming sector is experiencing a surge in popularity, driven by increased internet accessibility and a youthful demographic eager for digital entertainment.

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

 
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Analyst Opinion

The Online Games market in Jordan is experiencing significant growth and development, driven by various factors such as increasing customer preferences for digital entertainment, evolving technology, and local special circumstances.

Customer preferences:
Customers in Jordan are increasingly turning to online games as a form of entertainment due to their convenience and accessibility. Online games offer a wide range of options, from casual mobile games to immersive multiplayer experiences, catering to the diverse preferences of the Jordanian population. Additionally, the growing popularity of esports and competitive gaming has also contributed to the increasing demand for online games in Jordan.

Trends in the market:
One of the key trends in the online games market in Jordan is the shift towards mobile gaming. With the widespread adoption of smartphones and affordable data plans, more Jordanians are accessing online games through their mobile devices. This trend is fueled by the availability of a wide range of mobile games, including popular international titles as well as locally developed games that resonate with the Jordanian culture and preferences. Another trend in the market is the rise of esports and competitive gaming. Jordan has seen a growing interest in competitive gaming events, with local tournaments and leagues attracting a significant number of participants and spectators. This trend has led to the emergence of professional esports teams and the development of dedicated gaming venues in the country.

Local special circumstances:
Jordan has a young population, with a significant portion of its population under the age of 30. This demographic factor contributes to the growth of the online games market, as young people are more likely to engage in gaming activities. Additionally, the country has a strong internet infrastructure, which enables smooth online gaming experiences for players.

Underlying macroeconomic factors:
The overall economic growth and stability in Jordan have also played a role in the development of the online games market. As the economy continues to grow, more people have disposable income to spend on entertainment, including online games. Furthermore, the government's focus on promoting the digital economy and supporting the technology sector has created a conducive environment for the growth of the online games industry. In conclusion, the Online Games market in Jordan is experiencing significant growth and development due to increasing customer preferences, trends such as mobile gaming and esports, local special circumstances such as a young population and strong internet infrastructure, and underlying macroeconomic factors including economic growth and government support for the technology sector.

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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