Games - Western Asia

  • Western Asia
  • Revenue in the Games market in Western Asia is forecasted to reach US$8,477.00m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 7.22%, leading to a projected market volume of US$12,010.00m by 2029.
  • When compared globally, the majority of the revenue will be generated in China (US$128.90bn in 2024).
  • It is estimated that the number of users in the Games market in Western Asia will reach 65.1m users by 2029.
  • User penetration is projected to be 25.6% in 2024 and is expected to increase to 27.7% by 2029.
  • The average revenue per user (ARPU) is projected to amount to [arpu_firstmarket_yeartoday].
  • In Western Asia, the gaming market is experiencing a surge in demand for mobile gaming apps, reflecting a shift towards convenient and accessible entertainment.

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

 
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Analyst Opinion

The Games market in Western Asia has been experiencing significant growth in recent years, driven by changing customer preferences and local special circumstances. Customer preferences in Western Asia have shifted towards digital gaming, with a growing number of consumers preferring to play games on their smartphones and tablets.

This trend can be attributed to the increasing availability of high-speed internet and the rising popularity of mobile devices in the region. Additionally, Western Asian consumers have shown a preference for multiplayer online games, as they provide opportunities for social interaction and competition with other players. This has led to a surge in the popularity of online gaming platforms and esports tournaments in the region.

In terms of trends in the market, Western Asia has seen a rise in the development and publishing of localized games. Game developers are increasingly catering to the preferences and cultural sensitivities of the local market, by incorporating elements of Western Asian culture and storytelling into their games. This localization strategy has proven successful, as it allows for a more immersive and relatable gaming experience for Western Asian players.

Furthermore, the region has witnessed a growing interest in virtual reality (VR) and augmented reality (AR) gaming. The advancements in VR and AR technologies have opened up new possibilities for interactive and immersive gaming experiences, which have been well-received by Western Asian consumers. Local special circumstances also play a role in the development of the Games market in Western Asia.

The region has a large and young population, with a high proportion of tech-savvy individuals. This demographic factor has contributed to the growing demand for gaming products and services in Western Asia. Additionally, Western Asian countries have been investing in the development of their gaming industry, by providing support and incentives to local game developers and studios.

This has led to the emergence of a vibrant and innovative gaming ecosystem in the region, attracting both domestic and international players. Underlying macroeconomic factors have also influenced the growth of the Games market in Western Asia. The region has experienced steady economic growth, which has resulted in increased disposable income and purchasing power among consumers.

This has allowed for greater spending on entertainment and leisure activities, including gaming. Furthermore, Western Asian countries have been actively promoting digitalization and technological innovation as part of their economic diversification strategies. This has created a favorable environment for the growth of the Games market, as it encourages the adoption of new technologies and the development of digital entertainment industries.

In conclusion, the Games market in Western Asia is experiencing significant growth due to changing customer preferences, local special circumstances, and underlying macroeconomic factors. The shift towards digital gaming, the development of localized games, and the rising interest in VR and AR gaming are driving the market forward. The young and tech-savvy population, along with government support and economic growth, are further contributing to the expansion of the Games market in Western Asia.

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
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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