Mobile Games - Egypt

  • Egypt
  • Revenue in the Mobile Games market is projected to reach US$0.74bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 7.25%, resulting in a projected market volume of US$1.05bn by 2029.
  • In the Mobile Games market, the number of users is expected to amount to 30.9m users by 2029.
  • User penetration will be 20.8% in 2024 and is expected to hit 25.0% by 2029.
  • In global comparison, most revenue will be generated in China (US$34,660.00m in 2024).
  • The average revenue per user (ARPU) in the Mobile Games market is projected to amount to US$31.03 in 2024.

Key regions: United Kingdom, India, China, South Korea, Asia

 
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Analyst Opinion

The Mobile Games market in Egypt has been experiencing significant growth in recent years, driven by the increasing popularity of smartphones and the growing demand for entertainment on-the-go.

Customer preferences:
Egyptian consumers have shown a strong preference for mobile gaming, with a large portion of the population actively engaging in gaming activities on their smartphones. This can be attributed to several factors, including the affordability and accessibility of smartphones, the availability of a wide range of mobile games, and the convenience of playing games anytime and anywhere. Additionally, the young population in Egypt, who are more tech-savvy and open to new forms of entertainment, has contributed to the rising demand for mobile games.

Trends in the market:
One of the key trends in the Mobile Games market in Egypt is the shift towards free-to-play games with in-app purchases. This business model allows users to download and play games for free, while generating revenue through in-app purchases of virtual items or additional features. This trend is driven by the desire to attract a larger user base and monetize the game through microtransactions. Developers are increasingly focusing on creating engaging and addictive gameplay experiences that encourage players to make in-app purchases, resulting in a steady stream of revenue. Another trend in the market is the rise of local game developers and the emergence of Egyptian-made mobile games. This can be attributed to the growing interest and investment in the gaming industry in Egypt, as well as the availability of resources and talent. Local game developers are creating games that cater to the preferences and cultural nuances of the Egyptian market, providing a unique and localized gaming experience. This trend not only contributes to the growth of the Mobile Games market in Egypt but also promotes the development of the local gaming industry.

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 factor plays a crucial role in the growth of the Mobile Games market, as younger consumers are more likely to be active mobile gamers. Additionally, the increasing internet penetration and smartphone adoption rates in Egypt have made mobile gaming more accessible to a wider audience.

Underlying macroeconomic factors:
The economic development and stability in Egypt have also played a role in the growth of the Mobile Games market. As the country's economy continues to improve, consumers have more disposable income to spend on entertainment, including mobile games. Furthermore, the government's initiatives to promote the technology sector and attract foreign investments have created a favorable environment for the growth of the gaming industry. In conclusion, the Mobile Games market in Egypt is experiencing significant growth due to the increasing popularity of smartphones, the preferences of the young population, the shift towards free-to-play games with in-app purchases, the rise of local game developers, and the favorable macroeconomic factors. These factors have created a thriving market for mobile games in Egypt, with ample opportunities for both local and international developers.

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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