GCC Gaming Market (Age Group - Child, And Adult; Gaming Mode - Offline, And Online; Platform Type - Mobile And Tablets, Pc And Laptop, And Console; Revenue Stream - Game, Sponsorship, In-game Purchase, And Advertising; ): Industry Analysis, Trends, Size, Share and Forecasts to 2027

GCC Gaming Market (Age Group - Child, And Adult; Gaming Mode - Offline, And Online; Platform Type - Mobile And Tablets, Pc And Laptop, And Console; Revenue Stream - Game, Sponsorship, In-game Purchase, And Advertising; ): Industry Analysis, Trends, Size, Share and Forecasts to 2027

Report Code: GCC027 Region: GCC Published: October, 2023

A recent report published by Infinium Global Research on the gaming market provides in-depth analysis of segments and sub-segments in the GCC as well as the regional gaming market. The study also highlights the impact of drivers, restraints, and macro indicators on the GCC and regional gaming market over the short term as well as long term. The report is a comprehensive presentation of trends, forecast, and dollar values of GCC gaming market. According to the report, the GCC gaming market is projected to grow at a healthy CAGR  over the forecast period of 2021-2027.

Market Insight

Gaming itself has become an established industry currently valued in 100s of billions globally. Further, many people are being attracted to the gaming industry due to lucrative carrier opportunities offered by the gaming market. The same goes for the GCC region. The gaming industry is continuously growing in the GCC region. Global game publishers are launching their games in GCC countries. Additionally, the gaming consoles such as PlayStation, Xbox, and Nintendo are rapidly becoming available in electronic stores throughout the GCC region. Also, the game publishers are developing games set in the middle-east region to attract the gaming community in the GCC region. The local gaming industry is also taking baby steps, as local game developing companies are further developing. First-person shooter games such as Call of Duty and PUBG are popular among gamers in GCC countries.

The number of gamers has been growing rapidly in the GCC region. People are turning towards gaming as a distraction from their daily routine. The immersive experience offered by the real-life graphics has also been drawing people to play games. Furthermore, playing games along with friends is prompting people to take up games. Additionally, being a full-time gamer is emerging as a lucrative carrier for youngsters. Streaming games on YouTube and other streaming platforms such as twitch have become common. These allow gamers to establish a revenue stream through subscription services, paid partnerships, sponsorships from gamers, and others. Also, game publishers are utilizing these streaming channels of gamers for promoting their games to a larger audience. Further growing penetration of high-speed internet is supplementing the growth of the market. This has aided the growth of cloud gaming. The only factor restraining the growth of the market is the high cost of technology and games. The gaming consoles and other platforms are expensive and not affordable to every customer. Further, the game purchases are also hampered by the high prices. Strong growth in cloud gaming is expected to offer growth opportunities.

Saudi Arabia is expected to be the largest market for waste management in the GCC region. The major factors driving the growth of the market in Saudi Arabia are the growing number of gamers along with an increase in the release of games by game publishers. The young population of Saudi Arabia is turning towards the gaming industry both for entertainment and as an carrier opportunity. Additionally, eyeing the growing number of gamers, the game publishers are planning on releasing more games in Saudi Arabia along with their global release.

Segment Covered

The report on GCC gaming market covers segments such as age group, gaming mode, platform type, and revenue stream. On the basis of age group, the sub-markets include child, and adult. On the basis of gaming mode, the sub-markets include offline, and online. On the basis of platform type, the sub-markets include mobile and tablets, pc and laptop, and console. On the basis of revenue stream, the sub-markets include game, sponsorship, in-game purchase, and advertising.

Companies Profiled:

The report provides profiles of the companies in the market such as Microsoft Corporation, Sony Corporation, NVIDIA Corporation, Krafton, Inc., Electronic Arts Inc., Garena International, Activision Publishing, Inc., Meta Platfroms, Inc., Ubisoft Entertainment SA , and Valve Corporation.

Report Highlights:

The report provides deep insights into the demand forecasts, market trends, and micro and macro indicators. In addition, this report provides insights into the factors that are driving and restraining the growth in this market. Moreover, The IGR-Growth Matrix analysis given in the report brings an insight into the investment areas that existing or new market players can consider. The report provides insights into the market using analytical tools such as Porter's five forces analysis and DRO analysis of gaming market. Moreover, the study highlights current market trends and provides forecast from 2021-2027. We also have highlighted future trends in the market that will affect the demand during the forecast period. Moreover, the competitive analysis given in each regional market brings an insight into the market share of the leading players.


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