Sport Games - Saudi Arabia

  • Saudi Arabia
  • The Sport Games market in Saudi Arabia is poised for significant growth, with total revenue projected to reach US$19.87m in 2022.
  • This projection indicates a promising future for the market segment in the country.
  • Furthermore, the market is expected to witness steady growth with an annual growth rate (CAGR 2022-2027) of 10.67%.
  • This growth trajectory is estimated to result in a projected market volume of US$33.49m by 2027.
  • These figures demonstrate the potential of the Sport Games market in Saudi Arabia to expand and attract more players and investors.
  • Within the Sport Games market, in-app purchase (IAP) revenue is projected to reach US$12.74m in 2022.
  • This revenue stream signifies the willingness of players in Saudi Arabia to spend on in-game purchases, highlighting the market's potential for monetization.
  • Paid app revenue in the Sport Games market is also expected to contribute to the overall revenue, projected to reach US$0.07m in 2022.
  • This revenue stream indicates that there is a portion of the market that prefers to pay for premium gaming experiences.
  • Advertising revenue is another significant aspect of the Sport Games market in Saudi Arabia, with a projected revenue of US$7.07m in 2022.
  • This revenue stream reflects the opportunities for advertisers to reach a large audience within the gaming community.
  • In terms of user engagement, the number of downloads in the Sport Games market is projected to reach 55.45m downloads in 2022.
  • This figure highlights the popularity of sport games among Saudi_Arabian gamers and the potential for further market expansion.
  • Currently, the average revenue per download in the Sport Games market is expected to amount to US$0.36.
  • This metric indicates the revenue generated per individual download, providing insights into the market's monetization potential.
  • When comparing the Sport Games market globally, it is evident that in the United States leads in terms of revenue generation, with a projected revenue of US$2,904.00m in 2022.
  • This comparison underscores the scale and significance of the market in the United States, while also highlighting the growth potential for Saudi Arabia to further tap into this lucrative market segment.

Key regions: Asia, Japan, India, United States, Europe

 
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Analyst Opinion

Since the start of Apple, Inc.'s App Store in 2008 with around 500 apps, mobile apps have come to dominate the digital economy and have quickly outpaced the demand for desktop applications. As of 2021, the Apple App Store and Google Play Store had more than 5 million apps combined. Because many apps from the West are not available in China, many new app stores have emerged there. Digital lifestyles around the world now depend on adopting mobile apps, especially when it comes to social networking. The games industry has also been thoroughly transformed by the app revolution and is demonstrated by the fact that the games category is the largest and highest-grossing app category.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on revenue from in-app purchases, revenue from the purchase of apps, and revenue from advertising, as well as the number of downloads for each app category.

Modeling approach:

Market sizes are determined through a bottom-up approach, building on a specific rationale for each market segment. As a basis for evaluating markets, we use market data from independent databases and third-party sources, current trends, and reported performance indicators of top market players. In addition, we use relevant key market indicators and data from country-specific associations, such as smartphone users and mobile broadband connections. This data helps us 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 relevant market. For example, 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/capita, level of digitization, and consumer attitudes toward apps.

Additional notes:

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 case market dynamics change.

Overview

  • Revenue
  • Market Shares
  • Downloads
  • Users
  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
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