Online Games - Saudi Arabia

  • Saudi Arabia
  • In Saudi Arabia, revenue in the Online Games market market is projected to reach US$33.41m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 5.75%, leading to a projected market volume of US$44.18m by 2029.
  • The number of users in the Online Games market market in Saudi Arabia is anticipated to amount to 2.8m users by 2029.
  • User penetration in Saudi Arabia will be 6.9% in 2024 and is expected to increase to 7.1% by 2029.
  • In a global context, the majority of 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 withSaudi_Arabia is projected to amount to US$12.90 in 2024.
  • Saudi Arabia's burgeoning youth population is driving a significant shift towards online gaming, fostering a vibrant community and increasing demand for innovative gaming experiences.

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

 
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Analyst Opinion

The Online Games market in Saudi Arabia has been experiencing significant growth in recent years. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors have all contributed to this development. Customer preferences in Saudi Arabia have shifted towards online gaming due to several reasons. Firstly, the country has a large youth population who are tech-savvy and highly engaged in digital entertainment. Online games provide a convenient and accessible form of entertainment for this demographic. Additionally, the rise of smartphones and improved internet connectivity has made it easier for Saudi Arabian consumers to access and play online games on the go. The convenience and portability of mobile gaming have contributed to its popularity in the country. Trends in the market have also played a significant role in the growth of the Online Games market in Saudi Arabia. The increasing availability of localized content and Arabic language support in online games has made them more appealing to Saudi Arabian players. Game developers and publishers have recognized the potential of the Saudi Arabian market and have tailored their offerings to cater to local preferences. This localization strategy has helped drive the adoption of online games in the country. Local special circumstances in Saudi Arabia have also contributed to the development of the Online Games market. The conservative nature of the society has led to restrictions on certain forms of entertainment, such as cinemas. As a result, online gaming has emerged as a popular alternative for entertainment and social interaction among Saudi Arabian consumers. Online games provide a virtual platform for socializing and engaging in recreational activities, which aligns with the cultural norms of the country. Underlying macroeconomic factors have also played a role in the growth of the Online Games market in Saudi Arabia. The country has experienced rapid economic growth in recent years, resulting in increased disposable income among the population. This has allowed Saudi Arabian consumers to spend more on leisure activities, including online gaming. Additionally, the government's Vision 2030 initiative, which aims to diversify the economy and reduce dependence on oil, has led to investments in the technology sector. This has created opportunities for the development of the Online Games market in Saudi Arabia. In conclusion, the Online Games market in Saudi Arabia has experienced significant growth due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. The shift towards online gaming, the availability of localized content, the conservative nature of the society, and the country's economic growth have all contributed to the development of the market. As these factors continue to evolve, the Online Games market in Saudi Arabia is expected to further expand 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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