Saudis spend three times the regional average on games

Category: Media, Gaming & Creator Economy

By Raza

Published: 2026-09-02T05:30:00.000Z

Saudi per-capita gaming spend runs at $308 against a MENA average of $102.4 — the demand figure that sits underneath a $38bn sector commitment.

Saudi gamers spend $308 a head on games. The Middle East and North Africa average is $102.4. Saudi Arabia captured 20% of the region's gaming revenues in 2024, generating $1.2bn, and held a 33.4% share of the Middle East gaming market by size in 2025. Those numbers are the commercial case underneath Savvy Games Group's $38bn commitment, among the largest gaming investment programmes anywhere in the world. Three times the regional average per head is not a marketing statistic. It means Saudi consumers already treat games as a primary entertainment category and already pay for them at rates comparable with mature Western markets. Most emerging gaming markets have the opposite profile — many players, very low monetisation, revenue that arrives years after the audience does. Saudi Arabia has the audience and the spending simultaneously, which is rare and is what makes the sector investable rather than aspirational. The demographics compound it. Across Saudi Arabia, the UAE and Egypt, 76% of gamers are under 35 and 73% engage with esports in some form. The regional player base grew from 67.4 million in 2022 to a projected 87.3 million in 2026. A commitment at $38bn is sized to the global industry rather than to domestic consumption. Saudi domestic gaming revenue was $1.2bn in 2024; the Middle East market overall is estimated at $5.14bn in 2026, reaching $9.32bn by 2031 on a 12.66% compound growth rate. So the programme is a position in the world gaming industry funded from Saudi Arabia. It buys stakes in international publishers, studios, esports properties and the infrastructure around them, and it is explicitly paired with an objective of locating development capability inside the Kingdom. That second half is the harder one. Buying studios is straightforward with sufficient capital; building them is a longer project. Game development is among the most talent-concentrated industries in technology. A competitive studio needs engine programmers, technical artists, designers and producers who have shipped at scale, and those people cluster in a small number of cities with decades of accumulated industry. Esports events, tournaments and publisher stakes can be acquired quickly. A development workforce is assembled over a much longer horizon, and it is what turns a portfolio into an industry. The MEA esports market is forecast to grow above 20.75% annually to 2031, so the audience side will keep arriving. The supply side is the part now being built.