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Gcc Game Streaming Market Report Size, Share, Growth Drivers, Trends, Opportunities & Forecast 2025–2030

The GCC Game Streaming Market, valued at USD 135 million, is expanding due to 5G adoption, esports popularity, and digital platforms in the region.

Region:Middle East

Author(s):Rebecca

Product Code:KRAD2703

Pages:90

Published On:November 2025

About the Report

Base Year 2024

GCC Game Streaming Market Overview

  • The GCC Game Streaming Market is valued at USD 135 million, based on a five-year historical analysis. This growth is primarily driven by the increasing penetration of high-speed internet, the rise of mobile gaming, and the growing popularity of esports in the region. The demand for interactive entertainment, the expansion of 5G connectivity, and the shift towards digital platforms have significantly contributed to the market's expansion.
  • Key players in this market include the UAE and Saudi Arabia, which dominate due to their advanced technological infrastructure, high disposable incomes, and a young, tech-savvy population. The UAE's strategic initiatives to promote digital innovation and Saudi Arabia's investment in gaming and entertainment sectors further bolster their positions as leaders in the game streaming market. The expansion of esports events and government-backed digital transformation programs continue to accelerate market growth.
  • In 2023, the Saudi Arabian government implemented regulations to support the gaming industry, including tax incentives for game developers and funding for local esports events. This initiative is governed by the "General Authority for Audiovisual Media Regulations for Electronic Games, 2023" issued by the General Authority for Audiovisual Media, which outlines licensing requirements, content standards, and financial incentives to foster a sustainable gaming ecosystem and encourage both local and international companies to invest in the region.
GCC Game Streaming Market Size

GCC Game Streaming Market Segmentation

By Offering:This segmentation includes Infrastructure Services and Gaming Platform Services. Infrastructure Services encompass the underlying technology and support systems that enable game streaming, such as cloud servers, edge computing, and network management. Gaming Platform Services refer to the platforms that host and deliver games to users, including content delivery, user interface, and community features.

GCC Game Streaming Market segmentation by Offering.

By Solution Type:This segmentation includes Video Streaming and File Streaming. Video Streaming is the primary method for delivering games in real-time, allowing users to play instantly without downloads, while File Streaming involves downloading game files for local play, supporting hybrid access models.

GCC Game Streaming Market segmentation by Solution Type.

GCC Game Streaming Market Competitive Landscape

The GCC Game Streaming Market is characterized by a dynamic mix of regional and international players. Leading participants such as Twitch, YouTube Gaming, Facebook Gaming, Microsoft (Xbox Cloud Gaming), Sony (PlayStation Plus Premium), NVIDIA (GeForce NOW), Google (Stadia), Discord, Steam (Valve Corporation), Starzplay (MENA Cloud Gaming), Etisalat (Arena Esports, UAE), STC Play (Saudi Telecom Company), Vortex, Rainway, Shadow contribute to innovation, geographic expansion, and service delivery in this space.

Twitch

2011

San Francisco, USA

YouTube Gaming

2015

San Bruno, USA

Facebook Gaming

2018

Menlo Park, USA

Microsoft (Xbox Cloud Gaming)

2001

Redmond, USA

Sony (PlayStation Plus Premium)

1994

Tokyo, Japan

Company

Establishment Year

Headquarters

Group Size (Large, Medium, or Small as per industry convention)

Monthly Active Users (MAU)

Average Revenue Per User (ARPU)

Customer Acquisition Cost (CAC)

Churn Rate

Engagement Rate (e.g., average watch time per user per session)

GCC Game Streaming Market Industry Analysis

Growth Drivers

  • Increasing Internet Penetration:The GCC region has witnessed a significant increase in internet penetration, reaching approximately 99% in future, according to the International Telecommunication Union. This surge facilitates seamless access to game streaming platforms, enabling a broader audience to engage with content. Enhanced connectivity, particularly through 5G networks, supports high-quality streaming experiences, driving user engagement and subscription rates. As more users gain access, the potential for growth in the game streaming market expands considerably, fostering a vibrant digital ecosystem.
  • Rise of Mobile Gaming:Mobile gaming is projected to generate over USD 2 billion in revenue across the GCC in future, driven by the increasing ownership of smartphones, which reached 95% penetration in the region. This trend is bolstered by the availability of affordable mobile data plans and the popularity of mobile esports. As mobile devices become the primary gaming platform for many users, game streaming services are adapting to cater to this demographic, enhancing accessibility and engagement in the gaming community.
  • Growing Popularity of Esports:The esports market in the GCC is expected to exceed USD 400 million in future, reflecting a growing interest in competitive gaming. Major tournaments and events are attracting significant viewership, with millions tuning in online. This trend is encouraging game streaming platforms to invest in esports content, creating partnerships with local teams and influencers. The rise of esports not only boosts viewership but also drives subscriptions, as fans seek to engage with their favorite games and players through streaming services.

Market Challenges

  • Regulatory Restrictions:The GCC region faces stringent regulatory frameworks that can hinder the growth of game streaming services. For instance, content licensing requirements can delay the launch of new games and platforms, impacting market entry strategies. Additionally, varying regulations across member states complicate compliance for international streaming companies. These challenges can lead to increased operational costs and limit the availability of diverse gaming content, ultimately affecting user engagement and market expansion.
  • User Privacy Concerns:With increasing data protection laws, such as the UAE's Data Protection Law, user privacy concerns are becoming a significant challenge for game streaming platforms. Companies must invest in robust data security measures to comply with regulations and protect user information. Failure to address these concerns can lead to loss of consumer trust and potential legal repercussions. As privacy becomes a priority for users, platforms that prioritize transparency and security will likely gain a competitive edge in the market.

GCC Game Streaming Market Future Outlook

The GCC game streaming market is poised for substantial growth, driven by technological advancements and evolving consumer preferences. As internet infrastructure improves and mobile gaming continues to rise, platforms will increasingly focus on enhancing user experiences through innovative features. The integration of social elements and cross-platform capabilities will further engage users. Additionally, the growing interest in esports will likely lead to more partnerships and content creation, positioning the region as a key player in the global gaming landscape.

Market Opportunities

  • Expansion of Cloud Gaming Services:The cloud gaming sector is expected to grow significantly, with investments projected to reach USD 600 million in future. This growth presents opportunities for game streaming platforms to offer diverse gaming experiences without the need for high-end hardware. By leveraging cloud technology, companies can attract a broader audience, including casual gamers who prefer accessible gaming solutions.
  • Partnerships with Telecom Providers:Collaborations with telecom companies can enhance service delivery and user acquisition. By bundling game streaming subscriptions with mobile data plans, providers can tap into the growing mobile gaming market. Such partnerships can lead to increased visibility and user engagement, driving revenue growth for both telecom and streaming services in the competitive GCC landscape.

Scope of the Report

SegmentSub-Segments
By Offering

Infrastructure Services

Gaming Platform Services

By Solution Type

Video Streaming

File Streaming

By Gamer Type

Casual Gamers

Avid Gamers

Hard-Core/Professional Gamers

Lifestyle Gamers

By Device

Smartphones

Tablets

Gaming Consoles

Personal Computers and Laptops

Smart Televisions

Head-Mounted Displays

By Deployment

Public Cloud

Hybrid Cloud

Private Cloud

By Revenue Model

Subscription-Based

Ad-Supported

Pay-Per-View

Others

By Region

UAE

Saudi Arabia

Qatar

Kuwait

Bahrain

Oman

By User Demographics

Age Group

Gender

Income Level

Others

Key Target Audience

Investors and Venture Capitalist Firms

Government and Regulatory Bodies (e.g., Saudi Arabian General Authority for Entertainment, UAE National Media Council)

Game Developers and Publishers

Telecommunications Companies

Streaming Platform Operators

Content Creators and Influencers

Advertising Agencies

Market Analysts and Industry Experts

Players Mentioned in the Report:

Twitch

YouTube Gaming

Facebook Gaming

Microsoft (Xbox Cloud Gaming)

Sony (PlayStation Plus Premium)

NVIDIA (GeForce NOW)

Google (Stadia)

Discord

Steam (Valve Corporation)

Starzplay (MENA Cloud Gaming)

Etisalat (Arena Esports, UAE)

STC Play (Saudi Telecom Company)

Vortex

Rainway

Shadow

Table of Contents

Market Assessment Phase

1. Executive Summary and Approach


2. GCC Game Streaming Market Overview

2.1 Key Insights and Strategic Recommendations

2.2 GCC Game Streaming Market Overview

2.3 Definition and Scope

2.4 Evolution of Market Ecosystem

2.5 Timeline of Key Regulatory Milestones

2.6 Value Chain & Stakeholder Mapping

2.7 Business Cycle Analysis

2.8 Policy & Incentive Landscape


3. GCC Game Streaming Market Analysis

3.1 Growth Drivers

3.1.1 Increasing Internet Penetration
3.1.2 Rise of Mobile Gaming
3.1.3 Growing Popularity of Esports
3.1.4 Enhanced Streaming Technologies

3.2 Market Challenges

3.2.1 Regulatory Restrictions
3.2.2 High Competition
3.2.3 Infrastructure Limitations
3.2.4 User Privacy Concerns

3.3 Market Opportunities

3.3.1 Expansion of Cloud Gaming Services
3.3.2 Partnerships with Telecom Providers
3.3.3 Development of Local Content
3.3.4 Investment in VR and AR Technologies

3.4 Market Trends

3.4.1 Subscription-Based Models
3.4.2 Integration of Social Features
3.4.3 Cross-Platform Gaming
3.4.4 Focus on User Experience

3.5 Government Regulation

3.5.1 Content Licensing Requirements
3.5.2 Data Protection Laws
3.5.3 Tax Incentives for Gaming Companies
3.5.4 Age Rating Regulations

4. SWOT Analysis


5. Stakeholder Analysis


6. Porter's Five Forces Analysis


7. GCC Game Streaming Market Market Size, 2019-2024

7.1 By Value

7.2 By Volume

7.3 By Average Selling Price


8. GCC Game Streaming Market Segmentation

8.1 By Offering

8.1.1 Infrastructure Services
8.1.2 Gaming Platform Services

8.2 By Solution Type

8.2.1 Video Streaming
8.2.2 File Streaming

8.3 By Gamer Type

8.3.1 Casual Gamers
8.3.2 Avid Gamers
8.3.3 Hard-Core/Professional Gamers
8.3.4 Lifestyle Gamers

8.4 By Device

8.4.1 Smartphones
8.4.2 Tablets
8.4.3 Gaming Consoles
8.4.4 Personal Computers and Laptops
8.4.5 Smart Televisions
8.4.6 Head-Mounted Displays

8.5 By Deployment

8.5.1 Public Cloud
8.5.2 Hybrid Cloud
8.5.3 Private Cloud

8.6 By Revenue Model

8.6.1 Subscription-Based
8.6.2 Ad-Supported
8.6.3 Pay-Per-View
8.6.4 Others

8.7 By Region

8.7.1 UAE
8.7.2 Saudi Arabia
8.7.3 Qatar
8.7.4 Kuwait
8.7.5 Bahrain
8.7.6 Oman

8.8 By User Demographics

8.8.1 Age Group
8.8.2 Gender
8.8.3 Income Level
8.8.4 Others

9. GCC Game Streaming Market Competitive Analysis

9.1 Market Share of Key Players

9.2 Cross Comparison of Key Players

9.2.1 Company Name
9.2.2 Group Size (Large, Medium, or Small as per industry convention)
9.2.3 Monthly Active Users (MAU)
9.2.4 Average Revenue Per User (ARPU)
9.2.5 Customer Acquisition Cost (CAC)
9.2.6 Churn Rate
9.2.7 Engagement Rate (e.g., average watch time per user per session)
9.2.8 Pricing Strategy (Subscription tiers, freemium, ad-supported, etc.)
9.2.9 Content Library Size (number of games/titles available)
9.2.10 User Retention Rate (30/90-day retention)
9.2.11 Streaming Latency (average ms delay)
9.2.12 Regional Content Availability (number of localized titles or languages supported)

9.3 SWOT Analysis of Top Players

9.4 Pricing Analysis

9.5 Detailed Profile of Major Companies

9.5.1 Twitch
9.5.2 YouTube Gaming
9.5.3 Facebook Gaming
9.5.4 Microsoft (Xbox Cloud Gaming)
9.5.5 Sony (PlayStation Plus Premium)
9.5.6 NVIDIA (GeForce NOW)
9.5.7 Google (Stadia)
9.5.8 Discord
9.5.9 Steam (Valve Corporation)
9.5.10 Starzplay (MENA Cloud Gaming)
9.5.11 Etisalat (Arena Esports, UAE)
9.5.12 STC Play (Saudi Telecom Company)
9.5.13 Vortex
9.5.14 Rainway
9.5.15 Shadow

10. GCC Game Streaming Market End-User Analysis

10.1 Procurement Behavior of Key Ministries

10.1.1 Government Initiatives
10.1.2 Budget Allocations
10.1.3 Partnership Opportunities
10.1.4 Others

10.2 Corporate Spend on Infrastructure & Energy

10.2.1 Investment in Streaming Infrastructure
10.2.2 Expenditure on Content Development
10.2.3 Marketing Budgets
10.2.4 Others

10.3 Pain Point Analysis by End-User Category

10.3.1 Technical Issues
10.3.2 Content Availability
10.3.3 Pricing Concerns
10.3.4 Others

10.4 User Readiness for Adoption

10.4.1 Awareness Levels
10.4.2 Accessibility of Technology
10.4.3 User Training Needs
10.4.4 Others

10.5 Post-Deployment ROI and Use Case Expansion

10.5.1 Performance Metrics
10.5.2 User Feedback
10.5.3 Future Use Cases
10.5.4 Others

11. GCC Game Streaming Market Future Size, 2025-2030

11.1 By Value

11.2 By Volume

11.3 By Average Selling Price


Go-To-Market Strategy Phase

1. Whitespace Analysis + Business Model Canvas

1.1 Market Gaps Identification

1.2 Business Model Development


2. Marketing and Positioning Recommendations

2.1 Branding Strategies

2.2 Product USPs


3. Distribution Plan

3.1 Urban Retail vs Rural NGO Tie-ups


4. Channel & Pricing Gaps

4.1 Underserved Routes

4.2 Pricing Bands


5. Unmet Demand & Latent Needs

5.1 Category Gaps

5.2 Consumer Segments


6. Customer Relationship

6.1 Loyalty Programs

6.2 After-sales Service


7. Value Proposition

7.1 Sustainability

7.2 Integrated Supply Chains


8. Key Activities

8.1 Regulatory Compliance

8.2 Branding

8.3 Distribution Setup


9. Entry Strategy Evaluation

9.1 Domestic Market Entry Strategy

9.1.1 Product Mix
9.1.2 Pricing Band
9.1.3 Packaging

9.2 Export Entry Strategy

9.2.1 Target Countries
9.2.2 Compliance Roadmap

10. Entry Mode Assessment

10.1 JV

10.2 Greenfield

10.3 M&A

10.4 Distributor Model


11. Capital and Timeline Estimation

11.1 Capital Requirements

11.2 Timelines


12. Control vs Risk Trade-Off

12.1 Ownership vs Partnerships


13. Profitability Outlook

13.1 Breakeven Analysis

13.2 Long-term Sustainability


14. Potential Partner List

14.1 Distributors

14.2 JVs

14.3 Acquisition Targets


15. Execution Roadmap

15.1 Phased Plan for Market Entry

15.1.1 Market Setup
15.1.2 Market Entry
15.1.3 Growth Acceleration
15.1.4 Scale & Stabilize

15.2 Key Activities and Milestones

15.2.1 Milestone Planning

Research Methodology

ApproachModellingSample

Phase 1: Approach1

Desk Research

  • Analysis of industry reports from regional gaming associations and market research firms
  • Review of published articles and white papers on game streaming trends in the GCC region
  • Examination of government publications and regulatory frameworks affecting digital gaming and streaming

Primary Research

  • Interviews with key stakeholders in the gaming industry, including game developers and streaming platform executives
  • Surveys targeting gamers to understand preferences, behaviors, and spending patterns
  • Focus groups with gaming communities to gather qualitative insights on streaming experiences

Validation & Triangulation

  • Cross-validation of findings through multiple data sources, including sales data and user engagement metrics
  • Triangulation of insights from primary interviews with secondary data trends
  • Sanity checks conducted through expert panel reviews comprising industry veterans and analysts

Phase 2: Market Size Estimation1

Top-down Assessment

  • Estimation of total addressable market (TAM) based on overall gaming revenue in the GCC
  • Segmentation of the market by game type, platform, and streaming service usage
  • Incorporation of demographic data to assess potential user base growth

Bottom-up Modeling

  • Collection of data on subscription rates and average revenue per user (ARPU) from leading streaming services
  • Estimation of user engagement metrics, including average viewing hours and content consumption rates
  • Volume x ARPU calculations to derive revenue projections for the streaming segment

Forecasting & Scenario Analysis

  • Multi-factor regression analysis incorporating factors such as internet penetration, gaming trends, and consumer spending
  • Scenario modeling based on potential regulatory changes and technological advancements in streaming
  • Development of baseline, optimistic, and pessimistic forecasts through 2030

Phase 3: CATI Sample Composition1

Scope Item/SegmentSample SizeTarget Respondent Profiles
Casual Gamers100Individuals aged 18-35, frequent mobile game users
Professional Streamers60Content creators with established streaming channels
Game Developers40Founders and lead developers from indie and established studios
Streaming Platform Users80Subscribers of major game streaming services in the GCC
Gaming Community Leaders40Moderators and influencers from online gaming forums and communities

Frequently Asked Questions

What is the current value of the GCC Game Streaming Market?

The GCC Game Streaming Market is valued at approximately USD 135 million, driven by factors such as high-speed internet penetration, mobile gaming growth, and the increasing popularity of esports in the region.

What are the key growth drivers for the GCC Game Streaming Market?

Which countries dominate the GCC Game Streaming Market?

What regulations has Saudi Arabia implemented to support the gaming industry?

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