
Region:Global
Author(s):Abhinav kumar
Product Code:KROD10915
November 2024
87

By Platform Type: The MEA video game market is segmented by platform type into console, mobile, and PC gaming. Mobile gaming holds a dominant market share within the platform type due to the high penetration of smartphones and the affordability of mobile gaming apps. This segments growth is fueled by the popularity of casual games and the accessibility of games on both iOS and Android platforms, catering to a broad audience with varied gaming preferences.

By Game Genre: MEAs video game market is segmented by game genre into action, adventure, sports, simulation, and role-playing games (RPG). Action games dominate the market share in this genre segmentation. Their popularity can be attributed to the adrenaline-inducing experiences they provide, coupled with advancements in gaming graphics and the engagement from multiplayer modes. Many action games also benefit from a strong esports following, which amplifies user engagement through online tournaments and collaborations.

The MEA video game market is dominated by a few major players, which include both local and international companies. This consolidation underscores the significant influence of key companies that offer diversified gaming content, exclusive partnerships, and technological innovations. Their presence in the region enables widespread access to a variety of genres and platforms, contributing to the industrys steady expansion.

Over the next five years, the MEA video game market is expected to continue its robust growth, driven by expanding digital infrastructure, the proliferation of mobile devices, and rising interest in immersive technologies such as AR and VR. The introduction of 5G networks is anticipated to further accelerate the adoption of cloud gaming and facilitate smoother online gameplay. As consumer preferences shift towards mobile gaming and esports, the market is poised for substantial advancements, fostering a vibrant and competitive ecosystem.
|
Game Genre |
Action |
|
Platform |
Console |
|
Revenue Model |
Free-to-Play |
|
Player Age Group |
Children |
|
Country |
UAE |
1.1 Definition and Scope
1.2 Market Taxonomy
1.3 Market Growth Rate
1.4 Market Segmentation Overview
2.1 Historical Market Size
2.2 Year-On-Year Growth Analysis
2.3 Key Market Developments and Milestones
3.1 Growth Drivers
3.1.1 Rising Gamer Population (Gamers)
3.1.2 Expanding Mobile and Console Gaming (Device Penetration)
3.1.3 High-speed Internet Expansion (Internet Speed and Accessibility)
3.1.4 Growing Popularity of Esports (Esports Events and Viewership)
3.2 Market Challenges
3.2.1 Cybersecurity Risks (Data Privacy & Security)
3.2.2 Limited Payment Options (Digital Payment Penetration)
3.2.3 Regulatory Hurdles (Regulatory Compliance)
3.3 Opportunities
3.3.1 Increasing Adoption of AR/VR in Gaming (AR/VR Integration)
3.3.2 Collaboration with Global Publishers (Global Partnerships)
3.3.3 Potential in Cloud Gaming Services (Cloud Gaming Readiness)
3.4 Trends
3.4.1 Rise of Free-to-Play and Subscription Models (Monetization Models)
3.4.2 Cross-Platform Gaming Expansion (Cross-Platform Compatibility)
3.4.3 Increased Localization Efforts (Localized Content)
3.5 Government Regulation
3.5.1 Gaming Censorship Laws (Content Regulation)
3.5.2 Age Rating Standards (Age-based Restrictions)
3.5.3 Data Protection Compliance (User Data Compliance)
3.6 SWOT Analysis
3.7 Stake Ecosystem
3.8 Porters Five Forces
3.9 Competition Ecosystem
4.1 By Game Genre (In Value %)
4.1.1 Action
4.1.2 Adventure
4.1.3 Role-playing
4.1.4 Simulation
4.1.5 Sports
4.2 By Platform (In Value %)
4.2.1 Console
4.2.2 PC
4.2.3 Mobile
4.2.4 Cloud Gaming
4.3 By Revenue Model (In Value %)
4.3.1 Free-to-Play
4.3.2 Subscription
4.3.3 Pay-to-Play
4.3.4 In-game Purchases
4.4 By Player Age Group (In Value %)
4.4.1 Children
4.4.2 Teenagers
4.4.3 Adults
4.4.4 Seniors
4.5 By Country (In Value %)
4.5.1 UAE
4.5.2 Saudi Arabia
4.5.3 South Africa
4.5.4 Egypt
4.5.5 Other Middle Eastern and African Countries
5.1 Detailed Profiles of Major Companies
5.1.1 Tencent Games
5.1.2 Activision Blizzard
5.1.3 Electronic Arts
5.1.4 Epic Games
5.1.5 Sony Interactive Entertainment
5.1.6 Microsoft Xbox Game Studios
5.1.7 Take-Two Interactive
5.1.8 Ubisoft Entertainment
5.1.9 Nintendo Co., Ltd.
5.1.10 Bandai Namco Entertainment
5.1.11 NetEase Games
5.1.12 Sega Corporation
5.1.13 Square Enix
5.1.14 Pearl Abyss
5.1.15 CD Projekt
5.2 Cross Comparison Parameters (Headquarters, Game Genres, Revenue, Local Partnerships, Player Base Size, Esports Investment, Mobile Gaming Penetration, Cloud Infrastructure)
5.3 Market Share Analysis
5.4 Strategic Initiatives
5.5 Mergers And Acquisitions
5.6 Investment Analysis
5.7 Venture Capital Funding
5.8 Government Grants
5.9 Private Equity Investments
6.1 Content Classification Standards
6.2 Licensing Requirements
6.3 In-app Purchase Regulations
7.1 Future Market Size Projections
7.2 Key Factors Driving Future Market Growth
8.1 By Game Genre (In Value %)
8.2 By Platform (In Value %)
8.3 By Revenue Model (In Value %)
8.4 By Player Age Group (In Value %)
8.5 By Country (In Value %)
9.1 TAM/SAM/SOM Analysis
9.2 Consumer Cohort Analysis
9.3 Marketing Initiatives
9.4 White Space Opportunity Analysis
Disclaimer Contact UsThe initial stage involves identifying key stakeholders in the MEA video game market, including gaming companies, publishers, and distribution networks. Extensive secondary research is conducted to pinpoint variables such as platform adoption rates, consumer demographics, and internet infrastructure.
This phase entails compiling historical data on market penetration by platform type and user preference. By analyzing data across sub-segments and regional dynamics, a comprehensive understanding of the revenue flow and market composition is established.
Market hypotheses are then validated through interviews with industry professionals from gaming companies, esports organizations, and technology providers. These insights contribute to refining revenue models, identifying high-growth segments, and corroborating projected trends.
In the final phase, detailed interactions with major players are conducted to verify statistics through a bottom-up approach. This synthesis of quantitative data ensures the accuracy and reliability of the final report, providing an insightful analysis of the MEA video game market.
The Middle East & Africa video game market is valued at USD 9.7 billion, driven by increased mobile adoption, expanding gaming communities, and strong investments in the digital sector.
Key challenges include data privacy concerns, regulatory restrictions on content, and limited digital payment options in certain regions. These factors can hinder the gaming experience and restrict market growth.
Prominent players in the market include Tencent Games, Activision Blizzard, Sony Interactive Entertainment, Microsoft Xbox Game Studios, and Electronic Arts, known for their innovative content and robust distribution networks.
The market is bolstered by high smartphone penetration, growing interest in esports, and improvements in internet infrastructure, particularly with the advent of 5G technology.
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