Written by Rahul Singh » Updated on: February 14th, 2025
Online Entertainment Market in GCC 2025:
How Big is the GCC Online Entertainment Industry?
The GCC online entertainment market size was valued at USD 11.75 Billion in 2024. Looking forward, IMARC Group estimates the market to reach USD 76.81 Billion by 2033, exhibiting a CAGR of 21.50% from 2025-2033.
Base Year: 2024
Historical Years: 2019-2024
Forecast Years: 2025-2033
Market Size in 2024: USD 11.75 Billion
Market Size in 2033: USD 76.81 Billion
Market Growth Rate (CAGR) 2025-2033: 21.50%
GCC Online Entertainment Market Trends and Drivers:
The key drivers behind the growth of the GCC digital entertainment market would be a combination of several drivers, viz. very high degree of internet penetration, increasing smartphone usage, and rapidly growing digital population. Secondarily, the segment is also growing as the customers are making major use of these digital venues for all purposes of entertainment like video streaming, video games, and other services on social networking sites. This need for localized content has also been supplemented by platforms providing Arabic-language programming and region-specific shows to cater to cultural preferences. Thus, government initiatives towards strengthening the digital infrastructure and economic diversification under programs such as Vision 2030 in Saudi Arabia are further propelling online entertainment development. The pandemic has accelerated this growth, where consumers wanted to stay online and search for digital entertainment avenues to keep themselves occupied.
Two emerging trends in the GCC online entertainment landscape are VOD and a growing trend towards e-sports and online gaming. But these global behemoths such as Netflix and Amazon Prime will have to battle local behemoths Shahid and OSN, who have monopolized the market with content targeted at GCC viewers. Furthermore, gaming is occupying a considerable space~Fan gaming promotion is on par with e-sports tournaments and developing gaming complexes to indulge in this trend that is gaining momentum. AR and VR technology are also being increasingly used on the mainstream side, further improving the experience of immersion in internet entertainment. Additionally, monetization through subscription, in-app purchase, and ads has been a steady source of revenue for content creators. In addition, social media sites are increasingly emerging as entertainment portals, due to the prevalent use of live streaming and short video, which are poised to act as a driver of growth for the GCC online entertainment market during the forecast period.
GCC Online Entertainment Market Report Segmentation:
The report has segmented the market into the following categories:
Analysis by Form:
Analysis by Revenue Model:
Analysis by Device:
Country Analysis:
Competitive Landscape:
The report offers an in-depth examination of the competitive landscape. It includes a thorough competitive analysis encompassing market structure, key player positioning, leading strategies for success, a competitive dashboard, and a company evaluation quadrant. Few players are:
Key highlights of the Report:
Note: If you need specific information that is not currently within the scope of the report, we can provide it to you as a part of the customization.
About Us:
IMARC Group is a global management consulting firm that helps the world’s most ambitious changemakers to create a lasting impact. The company provide a comprehensive suite of market entry and expansion services. IMARC offerings include thorough market assessment, feasibility studies, company incorporation assistance, factory setup support, regulatory approvals and licensing navigation, branding, marketing and sales strategies, competitive landscape and benchmarking analyses, pricing and cost research, and procurement research.
Contact Us:
IMARC Group
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Email: [email protected]
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