Mobile Games - Saudi Arabia

  • Saudi Arabia
  • Revenue in the Mobile Games market is projected to reach US$0.47bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.37%, resulting in a projected market volume of US$0.64bn by 2029.
  • In the Mobile Games market, the number of users is expected to amount to 6.5m users by 2029.
  • User penetration will be 14.6% in 2024 and is expected to hit 16.3% 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$85.47 in 2024.

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

 
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Analyst Opinion

The Mobile Games market in Saudi Arabia has been experiencing significant growth in recent years, driven by changing customer preferences, emerging trends, and local special circumstances. Saudi Arabian consumers have shown a strong preference for mobile gaming, leading to an increase in demand for mobile games and driving the growth of the market.

Customer preferences:
Saudi Arabian consumers have increasingly turned to mobile gaming as a form of entertainment. Mobile games offer convenience and accessibility, allowing users to play games on their smartphones anytime and anywhere. The popularity of mobile gaming can be attributed to the growing smartphone penetration in the country, as well as the availability of affordable data plans. Additionally, the young population in Saudi Arabia, who are avid users of smartphones, contribute to the rising demand for mobile games.

Trends in the market:
One of the key trends in the Saudi Arabian mobile games market is the rise of multiplayer online games. These games allow users to connect and play with other players in real-time, creating a social gaming experience. The popularity of multiplayer online games can be attributed to the increasing connectivity and internet speeds in the country. Saudi Arabian consumers are also showing a preference for games that offer immersive experiences, such as augmented reality (AR) and virtual reality (VR) games. These technologies provide a unique and engaging gaming experience, driving the demand for such games in the market.

Local special circumstances:
Saudi Arabia has a unique cultural and regulatory environment that influences the mobile games market. The country has a conservative society, and certain types of content may be restricted or censored. Game developers need to be mindful of cultural sensitivities and ensure that their games comply with local regulations. Additionally, the government has been actively promoting the development of the gaming industry in Saudi Arabia, investing in infrastructure and providing support to local game developers. This has created opportunities for local developers to thrive and contribute to the growth of the market.

Underlying macroeconomic factors:
The growth of the mobile games market in Saudi Arabia is supported by favorable macroeconomic factors. The country has a strong economy and high disposable income levels, allowing consumers to spend on entertainment and leisure activities, including mobile games. Additionally, the government's Vision 2030 initiative, which aims to diversify the economy and reduce dependency on oil, has led to increased investments in the technology and entertainment sectors. This has created a conducive environment for the growth of the mobile games market in Saudi Arabia. In conclusion, the Mobile Games market in Saudi Arabia is experiencing significant growth due to changing customer preferences, emerging trends, and local special circumstances. Saudi Arabian consumers have shown a strong preference for mobile gaming, driven by the convenience and accessibility of playing games on smartphones. The rise of multiplayer online games and the demand for immersive experiences are key trends in the market. The unique cultural and regulatory environment in Saudi Arabia, along with government support for the gaming industry, further contribute to the growth of the market. Favorable macroeconomic factors, such as a strong economy and high disposable income levels, also support the growth of the mobile 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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