Metaverse Gaming - GCC

  • GCC
  • The Metaverse Gaming market is expected to reach a value of US$0.2bn in 2024.
  • It is projected to experience a compound annual growth rate (CAGR 2024-2030) of 43.78%, resulting in a market volume of US$1.6bn by 2030.
  • In 2024, United States is anticipated to generate the highest market volume, estimated at US$7.5bn.
  • By 2030, the number of users in the Metaverse Gaming market is expected to reach 10.9m users.
  • The user penetration rate, which is currently at 6.7% in 2024, is projected to increase to 20.4% by 2030.
  • The average value per user (ARPU) is expected to amount to US$54.5.
  • It is worth noting that these projections and figures apply to the global market, including the GCC region.
  • The GCC region is witnessing a surge in demand for Metaverse gaming, with virtual reality experiences and immersive gameplay becoming increasingly popular among gamers in the region.
 
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Analyst Opinion

The Metaverse Gaming market in GCC is experiencing significant growth and development, driven by customer preferences for immersive gaming experiences, the emergence of new technologies, and the region's unique market dynamics.

Customer preferences:
In the GCC region, customers are increasingly drawn to immersive gaming experiences offered by the Metaverse. The ability to create and customize virtual avatars, explore virtual worlds, and interact with other players in real-time has become highly appealing to gamers. The Metaverse Gaming market in GCC offers a wide range of virtual environments and gameplay options, catering to the diverse preferences of gamers in the region.

Trends in the market:
One of the key trends in the Metaverse Gaming market in GCC is the integration of virtual reality (VR) and augmented reality (AR) technologies. Gamers can now use VR headsets to fully immerse themselves in virtual worlds, while AR technologies enhance the real-world environment with virtual elements. This trend is driving the demand for advanced gaming hardware and software in the region. Another trend in the market is the rise of social gaming within the Metaverse. Gamers in GCC are increasingly seeking opportunities to connect and interact with other players, forming virtual communities and participating in multiplayer games. This social aspect of the Metaverse Gaming market in GCC is driving the development of platforms that facilitate social interaction and collaboration among gamers.

Local special circumstances:
The Metaverse Gaming market in GCC is influenced by the region's unique cultural and social dynamics. The GCC countries have a large population of young gamers who are tech-savvy and eager to embrace new gaming experiences. Moreover, the region has a strong gaming culture, with a growing number of gaming events, competitions, and esports tournaments taking place. These factors contribute to the vibrant and thriving Metaverse Gaming market in GCC.

Underlying macroeconomic factors:
The development of the Metaverse Gaming market in GCC is also supported by favorable macroeconomic factors. The GCC countries have a high per capita income and a strong digital infrastructure, which enables gamers to access and enjoy Metaverse gaming experiences seamlessly. Additionally, the governments in the region are actively promoting the development of the digital economy, including the gaming sector, through various initiatives and investments. This supportive environment encourages innovation and growth in the Metaverse Gaming market in GCC. In conclusion, the Metaverse Gaming market in GCC is experiencing rapid growth and development driven by customer preferences for immersive gaming experiences, the integration of VR and AR technologies, the rise of social gaming, and the region's unique market dynamics. The GCC countries' young population, strong gaming culture, and favorable macroeconomic factors further contribute to the growth of this market. As the Metaverse Gaming market in GCC continues to evolve, it presents significant opportunities for both local and international players in the gaming industry.

Methodology

Data coverage:

Figures are based on in-app spending, consumer spending, in-game spending, app downloads, and investment and funding data.

Modeling approach / Market size:

Market sizes are determined by a top-down approach, based on a specific rationale for each market market. As a basis for evaluating markets, we use reports, third-party studies, and research companies. Next, we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, and internet penetration rates. This data helps us to estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the particular market. For example, the S-curve function and exponential trend smoothing are well suited to forecast digital products and services due to the non-linear growth of technology adoption. The main drivers are consumer spending per capita, level of digitalization, and cloud revenues.

Additional Notes:

The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

Overview

  • Market Size
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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