Games - Egypt

  • Egypt
  • Revenue in Egypt's Games market is forecasted to reach US$1,929.00m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 8.77%, leading to a projected market volume of US$2,937.00m by 2029.
  • When compared globally, most revenue will be generated in China (US$128.90bn in 2024).
  • Within the Games market, the number of users is projected to reach 38.9m users by 2029.
  • User penetration is set to be at 27.5% in 2024 and is projected to reach 31.5% by 2029.
  • The average revenue per user (ARPU) is expected to be US$414.90.
  • Egypt's gaming media market is rapidly expanding as local developers create culturally relevant content, attracting a growing audience of both casual and hardcore gamers.

Key regions: Europe, China, India, Japan, United States

 
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Analyst Opinion

The Games market in Egypt has been experiencing significant growth in recent years, driven by a combination of customer preferences, market trends, local special circumstances, and underlying macroeconomic factors.

Customer preferences:
Egyptian consumers have shown a strong preference for mobile gaming, with the majority of gamers in the country playing games on their smartphones. This is due to the widespread availability of affordable smartphones and the increasing popularity of mobile gaming apps. Additionally, there is a growing interest in multiplayer and online gaming, as it allows players to connect with friends and compete against others from around the world.

Trends in the market:
One of the key trends in the Games market in Egypt is the rise of esports. Esports tournaments and events are gaining popularity in the country, attracting both local and international players. This trend is fueled by the increasing number of professional gamers and the growing interest in competitive gaming among the younger generation. Furthermore, there is a growing demand for virtual reality (VR) and augmented reality (AR) gaming experiences, as consumers seek more immersive and interactive gameplay.

Local special circumstances:
Egypt has a large and young population, with a significant portion of the population being under the age of 30. This demographic trend has contributed to the growth of the Games market, as young people are more likely to be avid gamers. Additionally, the government has been supportive of the gaming industry, providing incentives and support for local game developers and hosting gaming events and conferences.

Underlying macroeconomic factors:
The growth of the Games market in Egypt can also be attributed to several underlying macroeconomic factors. The country has experienced steady economic growth in recent years, which has led to an increase in disposable income and consumer spending. This has allowed more people to afford gaming devices and accessories, contributing to the growth of the market. Furthermore, the expansion of internet infrastructure and the increasing penetration of smartphones have made gaming more accessible to a larger portion of the population. In conclusion, the Games market in Egypt is experiencing significant growth due to customer preferences for mobile gaming and online multiplayer experiences, the rise of esports and demand for VR/AR gaming, the country's young population and government support for the industry, and underlying macroeconomic factors such as economic growth and improved internet infrastructure. As these trends continue to evolve, the 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 Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. 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
  • Demographics
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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