Online Games - Israel

  • Israel
  • Revenue in the Online Games market is projected to reach US$13.99m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 1.85%, resulting in a projected market volume of US$15.33m by 2029.
  • In the Online Games market, the number of users is expected to amount to 1.5m users by 2029.
  • User penetration will be 14.1% in 2024 and is expected to hit 14.6% by 2029.
  • In global comparison, most revenue will be generated in China (US$6,532.00m in 2024).
  • The average revenue per user (ARPU) in the Online Games market is projected to amount to US$10.65 in 2024.

Key regions: United States, Europe, France, India, Asia

 
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Analyst Opinion

The Online Games market in Israel is experiencing significant growth and development.

Customer preferences:
Israeli consumers have shown a strong preference for online games, with a growing number of people engaging in gaming activities. The convenience and accessibility of online gaming platforms have contributed to their popularity among the Israeli population. Additionally, the increasing availability of high-speed internet connections and the proliferation of smartphones and other mobile devices have made it easier for people to access and play online games.

Trends in the market:
One of the key trends in the Israeli online games market is the rise of mobile gaming. Mobile games have become increasingly popular among Israeli consumers, thanks to the widespread adoption of smartphones and tablets. This trend is driven by the convenience and portability of mobile devices, allowing people to play games anytime and anywhere. As a result, game developers and publishers are focusing on creating mobile-friendly games to cater to the growing demand. Another trend in the market is the emergence of esports. Esports, or competitive video gaming, has gained a significant following in Israel. The country has seen a rise in the number of esports tournaments and events, attracting both professional players and enthusiastic spectators. This trend is fueled by the increasing recognition of esports as a legitimate form of entertainment and the growing investment in esports infrastructure.

Local special circumstances:
Israel has a vibrant and innovative technology sector, which has contributed to the growth of the online games market. The country is known for its startup culture and has produced several successful gaming companies. These companies leverage Israel's technological expertise and creativity to develop innovative and engaging games for the global market. Additionally, Israel has a young and tech-savvy population, which is highly receptive to online gaming. The country has a high percentage of internet users, and the younger generation, in particular, spends a significant amount of time playing online games. This demographic factor has created a favorable environment for the growth of the online games market in Israel.

Underlying macroeconomic factors:
The growth of the online games market in Israel is also influenced by underlying macroeconomic factors. The country has a stable economy and a relatively high standard of living, which enables consumers to spend on leisure and entertainment activities, including online gaming. Furthermore, the government has been supportive of the technology sector and has implemented policies to encourage innovation and entrepreneurship. This favorable business environment has attracted both local and international gaming companies to invest in Israel. In conclusion, the Online Games market in Israel is experiencing significant growth and development. Customer preferences for online gaming, including mobile gaming and esports, are driving the market's expansion. The country's vibrant technology sector, young and tech-savvy population, and favorable macroeconomic factors are contributing to the growth of the online games market in Israel.

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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