Video Games in the United Arab Emirates

June 2025
EUR 1,125
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Overview:

Understand the latest market trends and future growth opportunities for the Video Games industry in United Arab Emirates with research from Euromonitor International's team of in-country analysts – experts by industry and geographic specialisation.

Key trends are clearly and succinctly summarised alongside the most current research data available. Understand and assess competitive threats and plan corporate strategy with our qualitative analysis, insight and confident growth projections.

If you're in the Video Games industry in United Arab Emirates, our research will help you to make informed, intelligent decisions; to recognise and profit from opportunity, or to offer resilience amidst market uncertainty.

The Video Games in United Arab Emirates report includes:

  • Analysis of key supply-side and demand trends
  • Detailed segmentation of international and local products
  • Historic volume and value sizes, company and brand market shares
  • Five year forecasts of market trends and market growth
  • Robust and transparent research methodology, conducted in-country

This report answers:

  • What is the market size of Video Games in United Arab Emirates?
  • Which are the leading brands in Video Games in United Arab Emirates?
  • How are products distributed in Video Games in United Arab Emirates?
  • How is the rise of e-commerce impacting the retail landscape and traditional outlets?
  • What are the key safety regulations to observe in United Arab Emirates?
  • How has retail disruption following COVID-19 and national lockdown impacted sales?
  • Where is future growth expected to be most dynamic?
  • Is it more important to appeal to children or adults?

Video Games in the United Arab Emirates - Category analysis

KEY DATA FINDINGS

Growth driven by next-gen consoles and increasing move towards digital content
Chart 1 Key Trends 2024
Video games records strong supported by hardware, particularly static consoles
Video games software remains largest category, driven by digital content
Chart 2 Analyst Insight
Noon card incentivises digital gaming purchases, driving e-commerce growth
Chart 3 Noon and Emirates NBD Launch Co-Branded Visa Card to Boost Digital Sales in 2024
Roblox enhances accessibility with Arabic support, expands regional influence
Dubai Esports Festival highlights opportunities from adult gamers
Chart 4 DEF 2024 Highlights the Rise of Kidult Gaming Culture in the UAE
Video games software to record fastest growth over forecast period
FIFA, GTA releases and AR experiences set to propel video games
Gaming firms to benefit from mobile growth and government initiatives
Sony leads due to strength in consoles, while Microsoft counts on Game Pass
Tamatem Games adapts global games to Arabic preferences and expands reach
EQT acquires Keywords Studios, strengthening game development services
Elden Ring and Borderlands plan game releases with enhanced features
Despite e-commerce dominance, physical retail remains relevant
Gaming zones in entertainment centres attract Generation Z and millennials
E-commerce sales supported by online promotions and quick delivery

Toys and Games in the United Arab Emirates - Industry Overview

Growth driven by kidult trend, tech-focused toys and greater move towards digital content
Chart 5 Key Trends 2024
Video games spearheads growth within toys and games
QTrobot improves learning for neurodiverse children with AI companion
Chart 6 LuxAI’s QTrobot Enriches Learning for Neurodiverse Students with Interactive Play
Major players focus on core brands to drive sales
AR-based educational toys struggle to capture attention of Generation Alpha
Chart 7 Analyst Insight
Strong outlook for toys and games in the local market
Kidult trend to drive growth, while technology will transform play
Hamleys Play and Lego stores enhance experience in retail but e-commerce offers further development opportunities
Lego expands with flagship store as industry fragmentation increases
LuxAI's QTrobot secures strong position through AI-driven learning tools
Spin Master’s acquisition of Melissa & Doug reshapes competition
Lego and Mattel plan innovative toy launches during 2025
Funko and Hasbro target kidults with licensed nostalgic product lines
E-commerce, flagship stores shape toy sales; smaller retailers face challenges
Hamleys Play and Virgin Megastore innovate with experience-based retail
Chart 8 Hamleys Play at Dubai Hills Mall Blends Retail with Entertainment to Draw Families
E-commerce gains ground in toys and games via exclusive offers
Chart 9 Real GDP Growth and Inflation 2019-2029
Chart 10 PEST Analysis in United Arab Emirates 2024
Chart 11 Key Insights on Consumers in United Arab Emirates 2024
Chart 12 Consumer Landscape in United Arab Emirates 2024

COUNTRY REPORTS DISCLAIMER

Summary 1 Research Sources
The following categories and subcategories are included:

Video Games

    • Hand-Held Consoles
    • Static Consoles
    • Gaming Headsets
      • Computer Games (Physical)
      • Console Games (Physical)
      • Computer Games (Digital)
      • Console Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Console Games (Physical)
        • Console Games (Digital)
        • Computer Games (Physical)
        • Computer Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Computer Games (Game Sales)
        • Console Games (Game Sales)
        • Online Games and Subscriptions (Game Sales)
        • Mobile Games (Game Sales)
        • Computer Games (In-Game Purchases)
        • Console Games (In-Game Purchases)
        • Online Games and Subscriptions (In-Game Purchases)
        • Mobile Games (In-Game Purchases)

Video Games

This is the aggregation of video games hardware and video games software. Electronic/computerised educational toys such as Speak & Spell and LeapFrog are excluded from video games and included under pre-school. Video gaming population refers to the population that played a game at least once in the last 6 months on any covered platform. This includes players who have not spent any money on game purchases or in-game content purchases.

See all of our definitions
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This report originates from Passport, our Video Games research and analysis database.

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