Games - Pakistan

  • Pakistan
  • In Pakistan, revenue in the Games market is projected to reach US$887.90m in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 8.02%, which will result in a projected market volume of US$1,306.00m by 2029.
  • In a global context, the majority of revenue will be generated United States, with an estimated US$128.10bn in 2024.
  • Within the Games market in Pakistan, the number of users is anticipated to reach 51.1m users by 2029.
  • User penetration in Pakistan will be 15.8% in 2024 and is expected to increase to 19.0% by 2029.
  • The average revenue per user (ARPU) in Pakistan is expected to be US$319.00.
  • In Pakistan, the Games in the Media market is experiencing a surge in popularity, driven by increased internet access and youth engagement in digital gaming.

Key regions: United Kingdom, Germany, India, United States, South Korea

 
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Analyst Opinion

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

Customer preferences:
In Pakistan, there is a growing preference for mobile and online gaming among consumers. This can be attributed to the increasing availability of affordable smartphones and internet connectivity in the country. With the rise of mobile gaming, consumers are now able to access a wide variety of games at their fingertips, leading to a surge in demand for mobile gaming apps. Additionally, the younger population in Pakistan, who are more tech-savvy, are also contributing to the growing popularity of gaming in the country.

Trends in the market:
One of the key trends in the Games market in Pakistan is the rise of esports. Esports, or competitive video gaming, has gained significant traction in recent years, with the emergence of professional gaming teams and tournaments. This trend is fueled by the increasing interest in competitive gaming among the younger population in Pakistan. The rise of esports has also led to the development of specialized gaming cafes and arenas, where gamers can gather to compete and socialize. Another trend in the market is the increasing demand for localized games. Pakistani game developers are creating games that reflect the local culture and traditions, which resonate well with the local audience. This trend is driven by the desire for more relatable and culturally relevant gaming experiences.

Local special circumstances:
Pakistan has a large youth population, with a significant proportion of the population under the age of 30. This demographic factor has contributed to the growth of the Games market in the country, as the younger generation is more inclined towards gaming and technology. Furthermore, the increasing availability of 4G and 5G internet connectivity in Pakistan has also played a crucial role in the growth of the Games market. With faster and more reliable internet connections, consumers are able to download and play games seamlessly, which has further fueled the demand for gaming in the country.

Underlying macroeconomic factors:
The overall economic growth in Pakistan has also had a positive impact on the Games market. As the economy expands, consumers have more disposable income to spend on leisure activities such as gaming. Additionally, the increasing penetration of smartphones and internet connectivity has made gaming more accessible to a larger segment of the population. In conclusion, the Games market in Pakistan is witnessing significant growth, driven by changing customer preferences, local special circumstances, and underlying macroeconomic factors. The rise of mobile and online gaming, the emergence of esports, the demand for localized games, and the availability of affordable smartphones and internet connectivity are all contributing to the growth of the market in the country. As the gaming industry continues to evolve, it presents lucrative opportunities for both local and international game developers and publishers in Pakistan.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. 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
  • Demographics
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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