Download Games - Saudi Arabia

  • Saudi Arabia
  • Revenue in the Download Games market is projected to reach US$186.20m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 2.03%, resulting in a projected market volume of US$205.90m by 2029.
  • In the Download Games market, the number of users is expected to amount to 4.9m users by 2029.
  • User penetration will be 12.6% in 2024 and is expected to hit 12.2% by 2029.
  • In global comparison, most revenue will be generated in the United States (US$5,054.00m in 2024).
  • The average revenue per user (ARPU) in the Download Games market is projected to amount to US$39.41 in 2024.

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

 
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Analyst Opinion

The Download Games market in Saudi Arabia has been experiencing significant growth in recent years.

Customer preferences:
Saudi Arabian consumers have shown a strong preference for downloading games rather than purchasing physical copies. This can be attributed to several factors, including the convenience of downloading games directly to their devices, the ability to access a wide variety of games from different genres, and the growing popularity of online multiplayer gaming.

Trends in the market:
One of the key trends in the Saudi Arabian Download Games market is the increasing adoption of mobile gaming. With the widespread availability of smartphones and the improving quality of mobile games, more and more consumers are opting to play games on their mobile devices. This trend is expected to continue as the mobile gaming industry continues to innovate and offer more immersive gaming experiences. Another trend in the market is the rise of online multiplayer games. Saudi Arabian gamers are increasingly seeking social interactions and competitive gaming experiences, leading to a surge in the popularity of online multiplayer games. This trend is driven by the growing availability of high-speed internet connections and the proliferation of gaming platforms that facilitate online gaming.

Local special circumstances:
Saudi Arabia has a young and tech-savvy population, with a high percentage of the population being under the age of 30. This demographic is highly engaged in gaming and is driving the demand for download games in the country. Additionally, the government's efforts to promote digital transformation and the development of the gaming industry have also contributed to the growth of the download games market.

Underlying macroeconomic factors:
The strong growth of the Saudi Arabian economy has also played a role in the development of the download games market. The country has witnessed significant economic diversification and an increase in disposable income, which has allowed consumers to spend more on entertainment and leisure activities, including gaming. Furthermore, the increasing internet penetration rate and the expansion of 4G and 5G networks have provided the infrastructure needed for the download games market to thrive. Saudi Arabia has one of the highest smartphone penetration rates in the Middle East, enabling widespread access to download games. In conclusion, the Download Games market in Saudi Arabia is experiencing rapid growth due to customer preferences for digital downloads, the increasing adoption of mobile gaming, and the popularity of online multiplayer games. The young and tech-savvy population, along with the government's support for the gaming industry, further contribute to the market's development. The strong macroeconomic factors, such as economic diversification and increasing disposable income, coupled with the expanding internet infrastructure, have created a favorable environment for the growth of the download games market in Saudi Arabia.

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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