Esports - MENA

  • MENA
  • Revenue in the Esports market is projected to reach US$50.9m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 8.20%, resulting in a projected market volume of US$75.5m by 2029.
  • The largest market is Sponsorship & Advertising with a market volume of US$18.7m in 2024.
  • With a projected market volume of US$1,070.0m in 2024, most revenue is generated in the United States.
  • In the Esports market, the number of users is expected to amount to 34.9m users by 2029.
  • User penetration will be 9.2% in 2024 and is expected to hit 11.2% by 2029.
  • The average revenue per user (ARPU) is expected to amount to US$1.88.

Key regions: China, United States, Asia, Germany, France

 
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Analyst Opinion

The eSports market in MENA is experiencing mild growth, driven by increasing adoption of digital technologies, growing awareness of eSports among consumers, and the convenience of online services. Factors such as sponsorship deals, merchandise sales, streaming revenues, media rights, publisher fees, and eSports betting also contribute to the overall market growth. However, challenges such as limited infrastructure and regulatory restrictions may impact the market's growth rate.

Customer preferences:
In the MENA region, there has been a noticeable rise in demand for eSports tournaments and events, with a particular focus on mobile gaming. This shift is attributed to the growing popularity of mobile devices and the increased accessibility of high-speed internet. Additionally, there has been a shift towards more diverse and inclusive gaming content, catering to the diverse cultural backgrounds and preferences of the region. This trend is expected to continue as the eSports market in the region continues to expand and attract a larger and more diverse audience.

Trends in the market:
In the MENA region, the eSports market is experiencing a surge in mobile gaming, with a significant increase in mobile eSports tournaments and events. This trend is driven by the region's high smartphone penetration and the popularity of mobile games. Additionally, there is a growing interest in eSports among traditional sports organizations, with many investing in eSports teams and hosting tournaments. This trend is significant as it opens up new opportunities for partnerships and sponsorships in the industry. It also highlights the potential for growth in the mobile gaming market in the region. As a result, industry stakeholders can expect to see more investments and collaborations in the mobile eSports sector in the coming years.

Local special circumstances:
In MENA, the eSports market is heavily influenced by the region's strong youth population, with a high percentage of mobile and internet users. This has led to a rise in mobile eSports games and platforms catering to the local player base. Additionally, cultural factors such as the popularity of traditional sports like soccer and the region's competitive nature have also contributed to the growth of eSports. In terms of regulations, some countries in MENA have strict censorship laws and limitations on online gaming, which can impact the availability and popularity of certain eSports titles.

Underlying macroeconomic factors:
The MENA eSports market is heavily influenced by macroeconomic factors such as global economic trends, national economic health, fiscal policies, and other financial indicators. Countries with strong economic growth and favorable government policies supporting the growth of eSports are experiencing significant market expansion. In contrast, regions with economic challenges and limited investment in eSports infrastructure are facing slower market growth. Moreover, the rising popularity of eSports among the younger population and the increasing disposable income in the region are driving the demand for eSports events and tournaments, contributing to the market's growth.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Esports market, which comprises revenues from and users of professional competitive gaming content. This includes any professional and semiprofessional gaming competitions within tournaments or leagues that offer a championship title or prize money. All figures are based on net revenues and exclude agency commissions, rebates, and production costs.

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
  • Reach
  • Global Comparison
  • Methodology
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