Video Games - Bahrain

  • Bahrain
  • The Video Games market in Bahrain is expected to witness significant growth in the coming years.
  • According to projections, the revenue in this market is anticipated to reach US$42.39m by 2024.
  • Furthermore, there is an estimated annual growth rate of 8.02% from 2024 to 2027, resulting in a projected market volume of US$53.43m by the end of 2027.
  • In terms of user base, it is forecasted that the number of users in the Video Games market will reach 259.8k users by 2027.
  • This indicates a steady increase in user penetration, which is expected to rise from 12.0% in 2024 to 13.5% by 2027.
  • Among the various segments within the Video Games market, Mobile Games currently hold the largest market share with a volume of US$13.50m in 2024.
  • This demonstrates the popularity and widespread adoption of mobile gaming in Bahrain.
  • When compared globally, China stands out as the country generating the highest revenue in the Video Games market, with a staggering US$94,490.00m in 2024.
  • This showcases the dominance of the Chinese market in the gaming industry.
  • Furthermore, the average revenue per user (ARPU) in the Video Games market is projected to reach US$192.60 in 2024.
  • This metric provides insights into the financial performance of the market and the value generated from each user in Bahrain.
  • Bahrain's video game market is thriving, with a growing community of gamers and an increasing number of gaming events and competitions being held in the country.

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

 
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Analyst Opinion

While all other Digital Media market markets have already gone through small revolutions caused by new business models like subscription-based services, the Video Games market is only at the beginning of this development. New offers like Ubisoft’s Uplay+ gaming flat rate or technical innovations like Google Stadia’s game streaming platform might attract even more casual gamers and revolutionize the way consumers play video games in general.

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., the Statista Global Consumer Survey), 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). GCS data is reweighted for representativeness.

Overview

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