Mobile Games - Iran

  • Iran
  • In 2024, the projected revenue in the Mobile Games market in Iran is expected to reach €0.56bn.
  • This is a significant number that indicates the growing popularity and profitability of the mobile gaming industry in the country.
  • Furthermore, it is estimated that the revenue will continue to grow at an annual rate of 6.16%, resulting in a projected market volume of €0.67bn by 2027.
  • This demonstrates the potential for further expansion and success in the Mobile Games market in Iran.
  • Moreover, the number of users in the Mobile Games market is also expected to increase steadily.
  • By 2027, it is projected that the number of users will reach 22.4m users.
  • This highlights the widespread adoption and popularity of mobile gaming among the Iranian population.
  • The user penetration rate, which measures the percentage of the population using mobile games, is anticipated to rise from 23.2% in 2024 to 24.8% by 2027.
  • This indicates a growing interest and engagement with mobile games among Iranians.
  • When compared globally, it is worth noting that China is expected to generate the most revenue in the Mobile Games market in 2024, with an estimated revenue of €31,800.00m.
  • This highlights the dominance of the Chinese market in the mobile gaming industry.
  • However, Iran's own revenue figures demonstrate the country's significant presence and potential in this market segment.
  • Finally, the average revenue per user (ARPU) in the Mobile Games market in Iran is projected to amount to €27.28 in 2024.
  • This figure represents the average amount of revenue generated per user in the country's mobile gaming market.
  • It serves as an indicator of the value and profitability of each user in this industry.
  • The ARPU figure showcases the potential for monetization and revenue generation in the Mobile Games market in Iran.
  • Iran's mobile gaming market is booming, with a growing number of local developers creating culturally-relevant games for the country's tech-savvy youth.

Key regions: Germany, France, United Kingdom, China, South Korea

 
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Analyst Opinion

While already being by far the biggest Video Games market, the Mobile Games market still bears a huge growth potential for the coming years. New adaptions of the mobile gaming hit Pokémon Go, games like Harry Potter: Wizards Unite and Nintendo’s growing support for Mobile Games are essential driving forces for the market’s future development. Also, mobile versions of the popular online games Fortnite and PUBG have a huge impact on the market’s growth.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., the Statista Global Consumer Survey), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). GCS data is reweighted for representativeness.

Visión general

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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