The Gulf's gaming audience is young, large and already paying
Category: Media, Gaming & Creator Economy
By Emily Carter
Published: 2026-09-02T05:45:00.000Z
87.3 million gamers across MENA by 2026, three-quarters of them under 35, and nearly three-quarters engaging with esports. The audience arrived before the industry did.
The Middle East and North Africa is projected to have 87.3 million gamers in 2026, up from 67.4 million in 2022 — around 6% compound annual growth. Across Saudi Arabia, the UAE and Egypt, 76% of gamers are under 35 and 73% engage with esports in some form. The regional gaming market is estimated at $5.14bn in 2026 and forecast to reach $9.32bn by 2031, growing at 12.66% a year. Esports specifically is forecast above 20.75% annually. The unusual thing is the sequence. In most markets the industry builds the audience: studios ship games, publishers market them, an ecosystem forms, and players follow. The Arab world got the audience first. Mobile penetration, a very young median age and near-universal access to global titles produced tens of millions of engaged players before there was a large regional development industry to serve them. That inversion is why the investment case is unusually clean. The demand risk that normally dominates entertainment investment — will anyone play this — has largely been retired. What remains is a supply question. The regional capital story is dominated by very large positions in international assets. Savvy Games Group's $38bn commitment is the clearest example, and it is substantially directed outward. Comparatively thin, by contrast, is early-stage funding for regional studios. A small Arabic-language studio in Cairo, Amman or Riyadh is not competing for the same money as an international publisher acquisition, and the venture market that would normally fund it has been contracting — MAGNiTT recorded MENA deal count down 41% in the first half of 2026, with fintech taking two-thirds of Saudi venture funding. Games are a difficult venture asset in any market: hit-driven, expensive to produce, hard to underwrite. In a half where capital concentrated in the sector with the clearest regulatory path, they were a harder sell still. The gap the numbers point at most clearly is Arabic-first content. The audience is enormous and is largely playing games made elsewhere, localised at best. Games designed for the market rather than translated into it are the obvious commercial opening. It is also the part of the stack that sovereign capital is not built to fill. Large funds buy proven assets; original content at small scale is what venture capital exists for. Building that early-stage layer alongside the international portfolio is what would let the region supply its own audience.