Online Games - Oman

  • Oman
  • Revenue in Oman's Online Games market market is forecasted to reach US$7.22m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 2.95%, leading to a projected market volume of US$8.35m by 2029.
  • By 2029, the number of users in Oman's Online Games market market is expected to reach 0.7m users.
  • User penetration is set to be 13.6% in 2024 and is projected to increase to 13.8% by 2029.
  • When compared globally, the majority of revenue will be generated in China (US$6,532.00m in 2024).
  • The average revenue per user (ARPU) in Oman's Online Games market market is estimated to be US$11.26 in 2024.
  • Oman's online gaming market is experiencing rapid growth, driven by increasing internet penetration and a rising demand for interactive digital entertainment.

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

 
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Analyst Opinion

The Online Games market in Oman is experiencing significant growth and development, driven by various factors such as customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. Customer preferences in Oman are shifting towards online gaming due to several reasons.

Firstly, the increasing availability of high-speed internet connections has made it easier for individuals to access online games and engage in multiplayer gaming experiences. This has led to a rise in the number of gamers in Oman, as people can now connect and play with others from around the world. Additionally, the convenience of playing games on smartphones and tablets has made online gaming more accessible to a wider audience.

Trends in the market also contribute to the development of the Online Games market in Oman. One notable trend is the growing popularity of esports, which refers to competitive video gaming. Esports tournaments and events are gaining traction in Oman, attracting both local and international players.

This trend has led to an increased demand for online games that are suitable for competitive gaming, such as multiplayer battle royale games. Furthermore, the integration of virtual reality (VR) technology into online gaming has also gained momentum in Oman, providing users with immersive gaming experiences. Local special circumstances in Oman also play a role in the development of the Online Games market.

The country has a young population, with a significant portion being tech-savvy and interested in gaming. This demographic factor contributes to the growing demand for online games in Oman. Additionally, the government has been supportive of the gaming industry, recognizing its potential for economic growth and job creation.

This support has led to the establishment of gaming studios and the organization of gaming events in Oman, further driving the growth of the Online Games market. Underlying macroeconomic factors also contribute to the development of the Online Games market in Oman. The country has been diversifying its economy and reducing its reliance on oil revenues.

As part of this diversification strategy, Oman has been focusing on developing its digital economy, including the gaming sector. This has led to investments in infrastructure and technology that support the growth of the Online Games market. Additionally, the increasing disposable income of the population has allowed individuals to spend more on entertainment, including online gaming.

In conclusion, the Online Games market in Oman is experiencing growth and development due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. The shift towards online gaming, the popularity of esports, the young population, government support, and economic diversification efforts all contribute to the positive outlook for the Online Games market in Oman.

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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