GCC Esports Market Report by Revenue Model (Media Rights, Advertising and Sponsorships, Merchandise and Tickets, and Others), Platform (PC-based Esports, Consoles-based Esports, Mobile and Tablets), Game (Multiplayer Online Battle Arena (MOBA), Player vs Players (PvP), First Person Shooters (FPS), Real Time Strategy (RTS)), and Country 2024-2032

GCC Esports Market Report by Revenue Model (Media Rights, Advertising and Sponsorships, Merchandise and Tickets, and Others), Platform (PC-based Esports, Consoles-based Esports, Mobile and Tablets), Game (Multiplayer Online Battle Arena (MOBA), Player vs Players (PvP), First Person Shooters (FPS), Real Time Strategy (RTS)), and Country 2024-2032

Report Format: PDF+Excel | Report ID: SR112024A10239
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Market Overview:

The GCC esports market size is projected to exhibit a growth rate (CAGR) of 13.28% during 2024-2032. The growing tech-savvy population, the establishment of state-of-the-art esports arenas and gaming facilities, growing proliferation of smartphones and gaming consoles and rise in esports talent represent some of the key factors driving the market.

Report Attribute 
Key Statistics
Base Year
2023
Forecast Years
2024-2032
Historical Years
2018-2023
Market Growth Rate 2024-2032 13.28%


Esports, also known as electronic sports, is a form of competitive gaming that has rapidly grown into a global phenomenon. In esports, professional players and teams compete against each other in various video games across multiple genres, ranging from first-person shooters and real-time strategy to sports simulations and fighting games. These competitions often take place in organized tournaments, both online and in large-scale events held in arenas and stadiums. Players in this arena dedicate countless hours to honing their abilities, much like traditional athletes, and the best among them achieve celebrity status. Esports has garnered a massive following, attracting millions of viewers through live streaming platforms and traditional media channels.

GCC Esports Market Trends:

The GCC region possesses a young and tech-savvy population, with a significant percentage falling within the millennial and Gen Z age groups. As digital natives, these demographics have embraced esports as a mainstream form of entertainment and engagement. Additionally, access to high-speed internet and widespread connectivity has enabled seamless online gaming experiences, fostering a vibrant esports community. With the proliferation of smartphones and gaming consoles, esports has become more accessible to a broader audience. Other than this, the establishment of state-of-the-art esports arenas and gaming facilities across the GCC has facilitated the hosting of large-scale tournaments and events. These venues not only attract global esports competitions but also serve as hubs for local enthusiasts. Besides this, GCC businesses have recognized the marketing potential of esports and have shown a keen interest in sponsoring teams and events. The influx of investments from various sectors has injected capital into the esports ecosystem, leading to its expansion. In line with this, traditional broadcasters and digital streaming platforms have taken note of esports' soaring popularity and have acquired broadcasting rights for tournaments, making esports content more accessible to viewers. Furthermore, the region has witnessed a surge in competitive esports talent, with players achieving international recognition. This has further fueled the interest of aspiring gamers and inspired the development of grassroots gaming communities. Moreover, esports has transcended its boundaries, leading to collaborations between gaming and other industries, such as fashion, music, and entertainment. These crossovers have amplified the appeal of esports beyond traditional gaming circles.

GCC Esports Market Segmentation:

IMARC Group provides an analysis of the key trends in each segment of the GCC esports market report, along with forecasts at the regional and country levels for 2024-2032 Our report has categorized the market based on revenue model, platform, and games.

Revenue Model Insights:

  • Media rights
  • Advertising and sponsorships
  • Merchandise and tickets
  • Others
     

The report has provided a detailed breakup and analysis of the market based on the revenue model. This includes media rights, advertising and sponsorships, merchandise and tickets, and others.

Platform Insights:

  • PC-based esports
  • Consoles-based esports
  • Mobile and tablets
     

A detailed breakup and analysis of the market based on the platform has also been provided in the report. This includes PC-based esports, consoles-based esports, and mobile and tablets.

Games Insights:

  • Multiplayer online battle arena (MOBA)
  • Player vs players (PvP)
  • First person shooters (FPS)
  • Real time strategy (RTS)
     

The report has provided a detailed breakup and analysis of the market based on the games. This includes multiplayer online battle arena (MOBA), player vs player (PvP), first person shooters (FPS) and real time strategy (RTS).

Country Insights:

  • Saudi Arabia
  • UAE
  • Qatar
  • Oman
  • Kuwait
  • Bahrain
     

The report has also provided a comprehensive analysis of all the major regional markets, which include Saudi Arabia, the UAE, Qatar, Oman, Kuwait, and Bahrain. According to the report, XX was the largest market for GCC esports.

Competitive Landscape:

The report has also provided a comprehensive analysis of the competitive landscape in the market. Competitive analysis such as market structure, key player positioning, top winning strategies, competitive dashboard, and company evaluation quadrant has been covered in the report. Also, detailed profiles of all major companies have been provided.

GCC Esports Market Report Coverage:

Report Features Details
Base Year of the Analysis 2023
Historical Period 2018-2023
Forecast Period 2024-2032
Units US$ Million
Scope of the Report Exploration of Historical and Forecast Trends, Industry Catalysts and Challenges, Segment-Wise Historical and Predictive Market Assessment: 
  • Revenue Model
  • Platform
  • Games
  • Country
Revenue Models Covered Media Rights, Advertising and Sponsorships, Merchandise and Tickets, Others
Platforms Covered PC-based Esports, Consoles-based Esports, Mobile and Tablets
Games Covered Multiplayer Online Battle Arena (MOBA), Player vs Players (PvP), First Person Shooters (FPS), Real Time Strategy (RTS)
Countries Covered Saudi Arabia, UAE, Qatar, Bahrain, Kuwait, Oman
Customization Scope 10% Free Customization
Report Price and Purchase Option Single User License: US$ 2899
Five User License: US$ 4899
Corporate License: US$ 7899
Post-Sale Analyst Support 10-12 Weeks
Delivery Format PDF and Excel through Email (We can also provide the editable version of the report in PPT/Word format on special request)

Key Questions Answered in This Report:

  • How has the GCC esports market performed so far and how will it perform in the coming years?
  • What has been the impact of COVID-19 on the GCC esports market?
  • What is the breakup of the GCC esports market on the basis of revenue model?
  • What is the breakup of the GCC esports market on the basis of platform?
  • What is the breakup of the GCC esports market on the basis of games?
  • What are the various stages in the value chain of the GCC esports market?
  • What are the key driving factors and challenges in the GCC esports market?
  • What is the structure of the GCC esports market and who are the key players?
  • What is the degree of competition in the GCC esports market?

Key Benefits for Stakeholders:

  • IMARC’s report offers a comprehensive quantitative analysis of various market segments, historical and current market trends, market forecasts, and dynamics of the GCC esports market from 2018-2032.
  • The research study provides the latest information on the market drivers, challenges, and opportunities in the GCC esports market.
  • Porter's five forces analysis assist stakeholders in assessing the impact of new entrants, competitive rivalry, supplier power, buyer power, and the threat of substitution. It helps stakeholders to analyze the level of competition within the GCC esports industry and its attractiveness.
  • Competitive landscape allows stakeholders to understand their competitive environment and provides an insight into the current positions of key players in the market.

Need more help?

  • Speak to our experienced analysts for insights on the current market scenarios.
  • Include additional segments and countries to customize the report as per your requirement.
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GCC Esports Market Report by Revenue Model (Media Rights, Advertising and Sponsorships, Merchandise and Tickets, and Others), Platform (PC-based Esports, Consoles-based Esports, Mobile and Tablets), Game (Multiplayer Online Battle Arena (MOBA), Player vs Players (PvP), First Person Shooters (FPS), Real Time Strategy (RTS)), and Country 2024-2032
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