Online Games - Pakistan

  • Pakistan
  • The revenue in the Online Games market market in Pakistan is forecasted to reach US$53.80m in 2024.
  • This revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 9.85%, leading to a projected market volume of US$86.04m by 2029.
  • By 2029, the number of users in the Online Games market market in Pakistan is anticipated to reach 20.6m users.
  • The user penetration rate is projected to be 6.3% in 2024 and is estimated to increase to 7.7% by 2029.
  • When compared globally, in China is expected to generate the highest revenue (US$6,532.00m in 2024) in the Online Games market market.
  • The average revenue per user (ARPU) in the Online Games market market in Pakistan is projected to be US$3.46 in 2024.
  • Pakistan's online gaming market is rapidly expanding, with a surge in media collaborations and localized content to cater to the growing user base.

Key regions: France, South Korea, Europe, India, Asia

 
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Analyst Opinion

The Online Games market in Pakistan has been experiencing significant growth in recent years, driven by changing customer preferences, technological advancements, and local special circumstances.

Customer preferences:
Customers in Pakistan have shown a growing interest in online games, with a particular focus on mobile gaming. This can be attributed to the increasing availability and affordability of smartphones, as well as the convenience of playing games on the go. Additionally, the younger population in Pakistan, who are more tech-savvy and open to new experiences, have been driving the demand for online games.

Trends in the market:
One of the key trends in the online games market in Pakistan is the rise of multiplayer online games. These games allow players to interact with each other in real-time, creating a more immersive and social gaming experience. This trend can be attributed to the increasing internet penetration and the growing popularity of social media platforms in the country. Another trend in the market is the emergence of esports in Pakistan. Esports refers to competitive video gaming, where professional players compete against each other in organized tournaments. The popularity of esports has been growing globally, and Pakistan is no exception. This trend can be attributed to the increasing recognition of esports as a legitimate form of entertainment and the rise of gaming influencers and content creators in the country.

Local special circumstances:
Pakistan has a large and young population, with a significant portion of the population being under the age of 30. This demographic factor has contributed to the growth of the online games market, as young people are more likely to be interested in gaming and have the disposable income to spend on games. Furthermore, the COVID-19 pandemic has also played a role in the growth of the online games market in Pakistan. With people spending more time at home due to lockdowns and social distancing measures, there has been an increased demand for entertainment options, including online games.

Underlying macroeconomic factors:
The growth of the online games market in Pakistan can also be attributed to underlying macroeconomic factors. The country has been experiencing steady economic growth in recent years, which has resulted in an increase in disposable income and purchasing power. This has allowed more people to afford smartphones and internet access, which are essential for playing online games. In conclusion, the online games market in Pakistan is experiencing significant growth due to changing customer preferences, the rise of multiplayer online games, the emergence of esports, local special circumstances such as a young population and the COVID-19 pandemic, and underlying macroeconomic factors such as economic growth and increased purchasing power.

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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