Online Games - Western Asia

  • Western Asia
  • Revenue in the Online Games market market in Western Asia is forecasted to reach US$243.70m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 5.17%, leading to a projected market volume of US$313.60m by 2029.
  • By 2029, the number of users in the Online Games market market in Western Asia is expected to reach 26.8m users.
  • User penetration is forecasted to be 10.8% in 2024 and is projected to increase to 11.4% 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 the Online Games market market in Western Asia is projected to be US$10.11 in 2024.
  • In Western Asia, the online gaming market in Turkey is experiencing exponential growth, driven by a young tech-savvy population and increasing internet penetration.

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

 
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Analyst Opinion

The Online Games market in Western Asia is experiencing significant growth and development.

Customer preferences:
Customers in Western Asia have shown a strong preference for online games due to several factors. Firstly, the region has a large and growing population of tech-savvy individuals who are increasingly connected to the internet. This has created a large potential customer base for online games. Additionally, Western Asian customers are attracted to the convenience and accessibility of online games, as they can be played anytime and anywhere with an internet connection. The popularity of online multiplayer games is also on the rise, as customers enjoy the social aspect and the ability to connect and compete with players from around the world.

Trends in the market:
One of the key trends in the Online Games market in Western Asia is the increasing popularity of mobile gaming. With the widespread adoption of smartphones in the region, more and more customers are turning to mobile devices as their primary gaming platform. This trend is driven by the convenience and portability of mobile gaming, as well as the availability of a wide range of high-quality games on mobile app stores. Another trend in the market is the rise of esports, which has gained a significant following in Western Asia. Esports tournaments and events are attracting large audiences and generating substantial revenue, both from ticket sales and sponsorships.

Local special circumstances:
Western Asia has several unique circumstances that are contributing to the growth of the Online Games market. Firstly, the region has a young population, with a high proportion of millennials and Gen Z individuals. These younger generations are more likely to engage in online gaming and have a higher disposable income to spend on games and in-game purchases. Additionally, Western Asia has a strong gaming culture, with a history of video game development and a passionate community of gamers. This has created a favorable environment for the growth of the Online Games market.

Underlying macroeconomic factors:
Several macroeconomic factors are driving the development of the Online Games market in Western Asia. Firstly, the region has experienced rapid economic growth in recent years, resulting in an increase in disposable income and purchasing power. This has allowed more customers to afford gaming devices and spend money on online games. Additionally, Western Asia has made significant investments in internet infrastructure, resulting in improved internet connectivity and access. This has made it easier for customers to play online games and access digital content. Finally, the region has a strong and growing technology sector, which has led to the development of local gaming companies and the availability of high-quality online games.

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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