Download Games - Egypt

  • Egypt
  • Revenue in the Download Games market market in Egypt is forecasted to achieve US$183.10m by 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 7.48%, leading to an estimated market volume of US$262.60m by 2029.
  • By 2029, the number of users in the Download Games market market in Egypt is expected to reach 19.4m users.
  • User penetration is forecasted to be 14.2% in 2024 and is projected to increase to 15.7% by 2029.
  • When compared globally, the in the United States is expected to generate the highest revenue (US$5,054.00m in 2024) in the Download Games market market.
  • The average revenue per user (ARPU) in the Download Games market market in Egypt is projected to be US$11.23 in 2024.
  • Egypt's Download Games market is experiencing a surge in demand, driven by the country's growing tech-savvy youth population and increasing internet penetration.

Key regions: Japan, France, Asia, United Kingdom, India

 
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Analyst Opinion

The Download Games market in Egypt has experienced significant growth in recent years, driven by changing customer preferences and local special circumstances. Customer preferences in the Download Games market in Egypt have shifted towards mobile gaming, with an increasing number of Egyptians owning smartphones.

This has led to a rise in the demand for mobile games, as they offer convenience and accessibility. Additionally, Egyptians are increasingly looking for games that are localized and culturally relevant, reflecting their own experiences and traditions. This has created opportunities for game developers to cater to the specific needs and interests of the Egyptian market.

Trends in the market show a growing interest in multiplayer and online gaming. Egyptians are increasingly connecting with friends and family through online gaming platforms, creating a social aspect to the gaming experience. This trend is fueled by the improving internet infrastructure in Egypt, which has made online gaming more accessible to a larger population.

Furthermore, the rise of esports and competitive gaming has also contributed to the growth of the Download Games market in Egypt, as more Egyptians are participating in and watching professional gaming tournaments. Local special circumstances in Egypt have also played a role in the development of the Download Games market. The country has a young population, with a large percentage of Egyptians being under the age of 30.

This demographic is more likely to engage with digital entertainment, including mobile games. Additionally, the availability of affordable smartphones and data plans has made it easier for Egyptians to access and download games. Underlying macroeconomic factors have also contributed to the growth of the Download Games market in Egypt.

The country has experienced economic stability and growth in recent years, leading to increased disposable income for many Egyptians. This has allowed them to spend more on leisure activities, including gaming. Furthermore, the government has implemented policies to support the digital economy, including the development of technology parks and incentives for tech startups.

This has created a favorable environment for game developers and has encouraged investment in the Download Games market. In conclusion, the Download Games market in Egypt has experienced significant growth due to changing customer preferences, local special circumstances, and underlying macroeconomic factors. The shift towards mobile gaming, the rise of multiplayer and online gaming, the young population, and the government's support for the digital economy have all contributed to the development of the market.

As these trends continue, the Download Games market in Egypt is expected to further expand in the coming years.

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., 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
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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