Emphasis on Streaming Type (Live and On-Demand); Gaming Genre (MOBA, RTS, FPS, and Others); and Revenue Stream (Media Rights, Game Publisher Fee, Sponsorship and Advertisement, Tickets and Merchandise, and Others); Country
The MENA E-Gaming market was valued at USD 5,670.9 Million in 2022 and is expected to grow at a strong CAGR of around 21.1% during the forecast period (2023-2030). There are several factors driving the growth of the e-gaming industry in the MENA region. One of the key factors is the increasing availability and affordability of high-speed internet and mobile devices. This has made it easier for people in the region to access and play games online.
In addition, there is a growing community of gamers in the MENA region, with an increasing number of people interested in playing video games. This has led to the development of a vibrant gaming culture in the region, with a number of gaming events and competitions taking place.
Finally, there is also a growing number of e-gaming companies in the MENA region, with many startups and established companies investing in the development of new games and platforms. This has led to an increase in the variety of games available to players in the region and has also created new opportunities for game developers and publishers., Australia, Japan, and others have implemented newborn screening programs for certain rare genetic diseases.
Some of the major players operating in the Activision Blizzard, Inc., Electronic Arts Inc., FACEIT, Gameloft, Gfinity PLC, Netmarble Corp., Nintendo, NVIDIA Corporation, Tencent, and Valve Corporation. Several M&As along with partnerships have been undertaken by these players to facilitate customers with hi-tech and innovative products/technologies.
Insights Presented in the Report
“Amongst streaming type, the on-demand segment to grow with high CAGR during the forecast period”
On-demand e-gaming offers a wide range of games to choose from, including popular titles and niche games. This has made it easier for players to find games that they enjoy and has increased the appeal of on-demand e-gaming. Moreover, On-demand e-gaming is accessible through a variety of devices, including smartphones, tablets, and gaming consoles. This has made it easy for players to access games from anywhere and has increased the popularity of on-demand e-gaming.
“Amongst gaming genre, the MOBA category to hold a dominant share of the market in 2022”
The MENA region has its own MOBA leagues, such as the League of Legends MENA Championship (formerly known as the Intel Arabian Cup). This league features teams from various countries within the MENA region, providing a platform for local players to showcase their skills and compete at an international level. All these factors coupled with increased investment contribute towards the growth of the segment in the region. For instance, the MENA region has witnessed increased investment in the e-gaming industry overall. This includes investments in infrastructure, sponsorships, and the development of E-gaming organizations and teams.
Furthermore, increased product launches are also anticipated to contribute towards market growth. Such as, in April 2020, Chinese giant Tencent launched its popular action MOBA Arena of Valor in Russia as well as throughout Middle Eastern and North African territories (MENA). Developed by TiMi Studios, Arena of Valor was previously available on both the App Store and Google Play in 82 countries or regions but will now make its way to another 67 globally.
“Saudi Arabia to grow with high CAGR during the forecast period”
The e-gaming industry in Saudi Arabia is growing rapidly, driven by the increasing popularity of online gaming and the availability of high-speed internet in the country. The Saudi Arabian government has also been supportive of the e-gaming industry, with the Ministry of Culture launching a number of initiatives to promote the sector. For instance, the Ministry of Culture has organized several E-gaming tournaments in the country, including the Saudi Arabian Esports Federation Cup and the FIFA Online Cup. These tournaments provide a platform for professional gamers to showcase their skills and compete against each other. Adding to this, the Ministry of Communications and Information Technology (MCIT) and DigiPen, the game design academy, have launched the Game Changers programme, to provide career pathways in the E-gaming Saudi Arabia game industry and increase the number of gaming start-ups.
MENA E-Gaming Market Report Coverage
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1. Market Introduction
2. Research Methodology Or Assumption
3. Market Synopsis
4. Executive Summary
5. Mena E-gaming Market Covid-19 Impact
6. Mena E-gaming Market Revenue, 2020-2030f
7. Market Insights By Streaming Type
8. Market Insights By Gaming Genre
9. Market Insights By Revenue Stream
10. Market Insights By Country
11. E-gaming Market Dynamics
12. E-gaming Market Opportunities
13. E-gaming Market Trends
14. Demand And Supply-side Analysis
15. Leading Associations In The Mena Region
16. Pricing Analysis
17. Value Chain Analysis
18. Competitive Scenario
19. Company Profiled
20. Disclaimer
Research Methodology for the MENA E-Gaming Market Analysis (2023-2030)
Analyzing the historical market, estimating the current market, and forecasting the future market of the MENA E-Gaming market were the three major steps undertaken to create and analyze the adoption of MENA E-Gaming in major countries. Exhaustive secondary research was conducted to collect the historical market numbers and estimate the current market size. Secondly, to validate these insights, numerous findings and assumptions were taken into consideration. Moreover, exhaustive primary interviews were also conducted, with industry experts across the value chain of the MENA E-Gaming market. Post assumption and validation of market numbers through primary interviews, we employed a top-down/bottom-up approach to forecasting the complete market size. Thereafter, market breakdown and data triangulation methods were adopted to estimate and analyze the market size of segments and sub-segments of the industry pertains to. Detailed methodology is explained below:
Analysis of Historical Market Size
Step 1: In-Depth Study of Secondary Sources:
Detail secondary study was conducted to obtain the historical market size of the MENA E-Gaming market through company internal sources such as annual reports & financial statements, performance presentations, press releases, etc., and external sources including journals, news & articles, government publications, competitor publications, sector reports, third-party database, and other credible publications.
Step 2: Market Segmentation:
After obtaining the historical market size of the MENA E-Gaming market, we conducted a detailed secondary analysis to gather historical market insights and share for different segments & sub-segments for major regions. Major segments are included in the report as streaming type, gaming genre, and revenue stream. Further country-level analyses were conducted to evaluate the overall adoption of testing models in that region.
Step 3: Factor Analysis:
After acquiring the historical market size of different segments and sub-segments, we conducted a detailed factor analysis to estimate the current market size of the MENA E-Gaming market. Further, we conducted factor analysis using dependent and independent variables such as streaming type, gaming genre, and revenue stream of the MENA E-Gaming market. A thorough analysis was conducted for demand and supply-side scenarios considering top partnerships, mergers and acquisitions, business expansion, and product launches in the MENA E-Gaming market sector across the globe.
Current Market Size Estimate & Forecast
Current Market Sizing: Based on actionable insights from the above 3 steps, we arrived at the current market size, key players in the MENA E-Gaming market, and market shares of the segments. All the required percentage shares split, and market breakdowns were determined using the above-mentioned secondary approach and were verified through primary interviews.
Estimation & Forecasting: For market estimation and forecast, weights were assigned to different factors including drivers & trends, restraints, and opportunities available for the stakeholders. After analyzing these factors, relevant forecasting techniques i.e., the top-down/bottom-up approach were applied to arrive at the market forecast for 2030 for different segments and sub-segments across the major markets. The research methodology adopted to estimate the market size encompasses:
Market Size and Share Validation
Primary Research: In-depth interviews were conducted with the Key Opinion Leaders (KOLs) including Top Level Executives (CXO/VPs, Sales Head, Marketing Head, Operational Head, Regional Head, Country Head, etc.) across major regions. Primary research findings were then summarized, and statistical analysis was performed to prove the stated hypothesis. Inputs from primary research were consolidated with secondary findings, hence turning information into actionable insights.
Key Stakeholders of E-Gaming Market in the MENA Region
Market Engineering
The data triangulation technique was employed to complete the overall market estimation and to arrive at precise statistical numbers for each segment and sub-segment of the MENA E-Gaming market. The data was split into several segments & sub-segments post studying various parameters and trends in the areas of the streaming type, gaming genre, and revenue stream of the MENA E-Gaming market.
The main objective of the MENA E-Gaming Market Study
The current & future market trends of the MENA E-Gaming market were pinpointed in the study. Investors can gain strategic insights to base their discretion for investments on the qualitative and quantitative analysis performed in the study. Current and future market trends determined the overall attractiveness of the market at a regional and country level, providing a platform for the industrial participant to exploit the untapped market to benefit from a first-mover advantage. Other quantitative goals of the studies include:
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