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PUBLISHER: UnivDatos Market Insights Pvt Ltd | PRODUCT CODE: 1364794

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PUBLISHER: UnivDatos Market Insights Pvt Ltd | PRODUCT CODE: 1364794

MENA E-Gaming Market: Current Analysis and Forecast (2023-2030)

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E-gaming, or electronic gaming, refers to a form of competitive video gaming that is played and broadcasted online. It involves professional players or teams competing against each other in various video games, such as League of Legends, Counter-Strike: Global Offensive, Dota 2, and Fortnite, among others. E-gaming has gained significant popularity in recent years, with millions of viewers tuning in to watch professional tournaments and championships. These events often offer substantial prize pools, attracting top talent from around the world and turning gaming into a lucrative profession for some individuals.

The MENA E-Gaming Market is expected to grow at a strong CAGR of 21.1% during the forecast period. 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.

On the basis of streaming type, the market is bifurcated into live and on-demand. Live streaming led the market in 2022 with the highest market share. However, on-demand e-gaming is anticipated to grow with the highest market share during the forecast period. Live streaming has provided e-gamers with new opportunities to monetize their activities. For example, they can earn money through donations, sponsorships, and other forms of monetization. This has made live streaming an attractive option for many e-gamers, who see it as a way to earn a living while doing something they love. On-demand e-gaming allows players to access a wide range of games at any time, from any location. This has made it easier for players to fit gaming into their busy schedules and has increased the popularity of on-demand e-gaming.

On the basis of the gaming genre, the market is segmented into MOBA, RTS, FPS, and Others. MOBA segment led the market in 2022 with the highest market share. MOBA games have a strong social component, allowing players to connect and interact with friends or other players worldwide. Collaborating with teammates, discussing strategies, or competing with friends creates a sense of community and enhances the overall gaming experience. Further, FPS segment is anticipated to grow with the highest CAGR during the forecast period. FPS games incorporate themes and settings that resonate with MENA gamers. Games like Call of Duty and Battlefield, which focus on military operations and conflict, can appeal to those interested in their region's history and current events.

On the basis of revenue stream, the market is segmented into Media Rights, Game Publisher Fee, Sponsorship and Advertisement, Tickets and Merchandise, and Others. Sponsorship and Advertisement segment led the market in 2022 with the highest market share. As, Streaming platforms like Twitch and YouTube Gaming have gained significant popularity in the MENA region, attracting a large audience of e-gaming enthusiasts. This popularity has caught the attention of advertisers and sponsors who want to reach this specific target audience. Moreover, The MENA region has started hosting major E-gaming events, attracting professional gamers and large audiences.

For a better understanding of the market adoption of the E-gaming industry, the MENA market is analyzed based on its worldwide presence in countries such as UAE, Saudi Arabia, Egypt, Iran, and the Rest of MENA. Saudi Arabia led the market in 2022. 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.

Some of the major players operating in the market include: Activision Blizzard, Inc., Electronic Arts Inc., FACEIT, Gameloft, Gfinity PLC, Netmarble Corp., Nintendo, NVIDIA Corporation, Tencent, and Valve Corporation.

Product Code: UMME212271

TABLE OF CONTENTS

1 MARKET INTRODUCTION

  • 1.1. Market Definitions
  • 1.2. Main Objective
  • 1.3. Stakeholders
  • 1.4. Limitation

2 RESEARCH METHODOLOGY OR ASSUMPTION

  • 2.1. Research Process of the E-Gaming Market
  • 2.2. Research Methodology of the E-Gaming Market
  • 2.3. Respondent Profile

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

  • 7.1. Live
  • 7.2. On-demand

8 MARKET INSIGHTS BY GAMING GENRE

  • 8.1. MOBA
  • 8.2. RTS
  • 8.3. FPS
  • 8.4. Others

9 MARKET INSIGHTS BY REVENUE STREAM

  • 9.1. Media Rights
  • 9.2. Game Publisher Fee
  • 9.3. Sponsorship and Advertisement
  • 9.4. Tickets and Merchandise
  • 9.5. Others

10 MARKET INSIGHTS BY COUNTRY

  • 10.1. UAE
  • 10.2. Saudi Arabia
  • 10.3. Egypt
  • 10.4. Iran
  • 10.5. Rest of MENA

11 E-GAMING MARKET DYNAMICS

  • 11.1. Market Drivers
  • 11.2. Market Challenges
  • 11.3. Impact Analysis

12 E-GAMING MARKET OPPORTUNITIES

13 E-GAMING MARKET TRENDS

14 DEMAND AND SUPPLY-SIDE ANALYSIS

  • 14.1. Demand Side Analysis
  • 14.2. Supply Side Analysis

15 LEADING ASSOCIATIONS IN THE MENA REGION

16 PRICING ANALYSIS

17 VALUE CHAIN ANALYSIS

18 COMPETITIVE SCENARIO

  • 18.1. Porter's Five Forces Analysis
  • 18.2. Competitive Landscape

19 COMPANY PROFILED

  • 19.1. Activision Blizzard, Inc.
  • 19.2. Electronic Arts Inc.
  • 19.3. FACEIT
  • 19.4. Gameloft
  • 19.5. Gfinity PLC
  • 19.6. Netmarble Corp.
  • 19.7. Nintendo
  • 19.8. NVIDIA Corporation
  • 19.9. Tencent
  • 19.10. Valve Corporation

20 DISCLAIMER

Have a question?
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Jeroen Van Heghe

Manager - EMEA

+32-2-535-7543

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Christine Sirois

Manager - Americas

+1-860-674-8796

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