Online Games - Iraq

  • Iraq
  • The Online Games market in Iraq is projected to witness a significant growth in the coming years.
  • According to market forecasts, the revenue is expected to reach US$31.57m in 2024.
  • This indicates a positive trend and demonstrates the potential of the industry in the country.
  • Furthermore, the market is anticipated to experience an annual growth rate of 6.77% from 2024 to 2027, resulting in a projected market volume of US$38.43m by 2027.
  • This steady growth is indicative of the increasing popularity and demand for online games in Iraq.
  • In terms of user base, the number of users in the Online Games market is expected to reach 5.5m users by 2027.
  • This suggests a growing interest in online gaming among the Iraqi population.
  • Additionally, the user penetration rate is projected to increase from 11.2% in 2024 to 11.6% by 2027, indicating a higher proportion of the population engaging in online gaming activities.
  • It is worth noting that in global comparison, China is expected to generate the highest revenue in the Online Games market, reaching a staggering US$6,532.00m in 2024.
  • This highlights the dominant position of China in the global online gaming industry.
  • Lastly, the average revenue per user (ARPU) in the Online Games market is projected to amount to US$6.41 in 2024.
  • This metric serves as an important indicator of the financial performance of the market and reflects the average amount of revenue generated per user in Iraq.
  • In summary, the Online Games market in Iraq is poised for growth, with increasing revenue, user base, and user penetration rates.
  • These trends signify a promising future for the industry in the country.
  • The online gaming market in Iraq is experiencing a surge in popularity, with a growing number of players seeking immersive virtual experiences.

Key regions: China, Europe, France, India, South Korea

 
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Analyst Opinion

Thanks to high smartphone penetration across the globe, gaming is increasingly happening on the go. Mobile games of all kinds are becoming more and more popular and attract players with additional premium contents or functionalities. Thus, traditional online games slowly lose attractiveness to its usual audience. Only recent phenomena like the Battle Royale hits Fortnite and PUBG are still driving the market’s growth and shape online gaming 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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