Video Games - United Arab Emirates

  • United Arab Emirates
  • The Video Games market in the United Arab Emirates is expected to see significant growth in the coming years.
  • According to projections, the revenue is anticipated to reach US$420.90m by 2024.
  • This represents a substantial increase in the market's size.
  • Furthermore, the market is projected to maintain a steady annual growth rate of 5.40% from 2024 to 2027.
  • As a result, the market volume is estimated to reach US$492.90m by 2027.
  • This growth can be attributed to various factors, including the increasing popularity of video games among consumers in the United Arab Emirates.
  • In terms of user base, the number of users in the Video Games market is expected to reach 1.7m users by 2027.
  • This indicates a significant increase in the adoption of video games among individuals in the country.
  • Additionally, the user penetration rate is projected to rise from 14.7% in 2024 to 15.9% by 2027.
  • This suggests that a larger percentage of the population will be engaged in the Video Games market.
  • It is worth noting that the Mobile Games segment is the largest market within the Video Games market industry, with a market volume of US$173.60m in 2024.
  • This segment includes games specifically designed for mobile devices, such as smartphones and tablets.
  • The popularity of mobile gaming has been on the rise globally, and in the United Arab Emirates is no exception to this trend.
  • In terms of global comparison, in China is expected to generate the highest revenue in the Video Games market, with US$94,490.00m in 2024.
  • in China has a well-established gaming industry and a large population of gamers, contributing to its dominance in the market.
  • Lastly, the average revenue per user (ARPU) in the Video Games market is projected to amount to US$279.60 in 2024.
  • This metric provides insight into the financial performance of the market, indicating the average amount of revenue generated per user.
  • Overall, the Video Games market in the United Arab Emirates is set to experience significant growth in the upcoming years, driven by factors such as increasing revenue, expanding user base, and the dominance of the Mobile Games segment.
  • The United Arab Emirates is experiencing a surge in the demand for mobile gaming due to the country's high smartphone penetration and tech-savvy population.

Key regions: India, Europe, China, Japan, Asia

Region comparison

Analyst Opinion

While all other Digital Media market markets have already gone through small revolutions caused by new business models like subscription-based services, the Video Games market is only at the beginning of this development. New offers like Ubisoft’s Uplay+ gaming flat rate or technical innovations like Google Stadia’s game streaming platform might attract even more casual gamers and revolutionize the way consumers play video games in general.


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., the Statista Global Consumer Survey), 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.


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). GCS data is reweighted for representativeness.


  • Revenue
  • Analyst Opinion
  • Users
  • Demographics
  • Global Comparison
  • Key Players
  • Methodology
  • Key Market Indicators
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