Gam­ing in­dus­try to gen­er­ate $81mn in rev­enues from Oman this year, says re­port

Sul­tanate ranked 61st in game rev­enue es­ti­mates

Muscat Daily - - FRONT PAGE - Our Correspondent

Oman’s gam­ing mar­ket is ex­pected to gen­er­ate US$81mn this year, ac­cord­ing to a re­port on the gam­ing in­dus­try fea­tur­ing the top 100 coun­tries ranked on global game rev­enue es­ti­mates. This places the sul­tanate at the 61st po­si­tion on the list.

New­zoo, the lead­ing provider of mar­ket in­tel­li­gence cov­er­ing the global games, eS­ports, and mo­bile mar­kets, re­leased the lat­est quar­terly up­date of its Global

Games Mar­ket Re­port. It shows that 2.2bn gamers across the globe are ex­pected to gen­er­ate US$108.9bn in game rev­enues in 2017. This rep­re­sents an in­crease of US$7.8bn, or 7.8 per cent, from the year be­fore.

Dig­i­tal game rev­enues will ac- count for US$94.4bn, or 87 per cent, of the global mar­ket. Mo­bile is the most lu­cra­tive seg­ment, with smart­phone and tablet gam­ing grow­ing 19 per cent year-on-year to US$46.1bn, claim­ing 42 per cent of the mar­ket. In 2020, mo­bile gam­ing will rep­re­sent just more than half of the to­tal games mar­ket.

In the GCC, Saudi Ara­bia leads the mar­ket with 19th rank and US$647.42mn in rev­enues for 2017, fol­lowed by 35th placed UAE with rev­enues of US$281.6mn, 52nd placed Qatar with rev­enues of US$130.9mn, Kuwait in 54th place with rev­enues of US$119.1mn and Bahrain at 81st rank with rev­enues of US$32.93mn.

Asia-Pa­cific is by far the largest re­gion, with China ex­pected to gen­er­ate US$27.5bn, or onequar­ter of all rev­enues in 2017. New­zoo ex­pects the global mar­ket to grow at a CAGR (Com­pound an­nual growth rate) of +6.2 per cent to­wards 2020 to reach US$128.5bn.

Mo­bile games per­formed even bet­ter than ex­pected, es­pe­cially in China, while the PC seg­ments per­form­ing worse than an­tic­i­pated in New­zoo’s pre­vi­ous quar­terly up­date. Mo­bile gam­ing will gen­er­ate US$46.1bn this year, or 42 per cent of all global game rev­enues, states the re­port. More than three-quar­ters of this, or US$35.3bn, will come from smart­phone gam­ing, with tablet games ac­count­ing for the re­main­ing US$10.8bn. Tablet unit sales have plum­meted over the years, but with 280mn tablets used ac­tively, the seg­ment con­trib­utes sig­nif­i­cantly to the suc­cess of mo­bile games.

The con­sole gam­ing seg­ment per­formed bet­ter than ex­pected in 2016 thanks to con­sole man­u­fac­tur­ers, pub­lish­ers, and consumers em­brac­ing of a va­ri­ety of dig­i­tal busi­ness mod­els. Mi­crosoft and Sony gen­er­ated more than US$14bn in com­bined rev­enues from first-party games, third-party game fees, and sub­scrip­tion rev­enues. “In 2017, we ex­pect con­sole gam­ing to gen­er­ate a to­tal of US$33.5bn in rev­enues world­wide, of which 65.8 per cent is dig­i­tal,” re­port stated.

The APAC ter­ri­to­ries will gen­er­ate US$51.2bn this year, or 47 per cent of to­tal global game rev- enues. This growth rep­re­sents a 9.2 per cent year-on-year in­crease. China alone will take onequar­ter of all global game rev­enues, reach­ing US$27.5bn this year, well ahead of the US, which is es­ti­mated to reach US$25.1bn.

The fastest-grow­ing re­gion in the com­ing years will be Rest of Asia (with­out China, Ja­pan, and Korea), with to­tal game rev­enues grow­ing to US$10.5bn in 2020, up from US$4.5bn last year.

North Amer­ica is the sec­ond­largest re­gion, with es­ti­mated rev­enues of US$27.0bn in 2017, an in­crease of 4.0 per cent.

“We see the same trend in EMEA, which we ex­pect to reach US$26.2bn in 2017. Latin Amer­ica will grow to US$4.4bn in game rev­enues this year.”

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