Egypt Has More Gamers Than Saudi Arabia and the UAE Combined. It Books 7% of the Revenue.
Egypt has more gamers than Saudi Arabia and the UAE combined but books just 7.2% of MENA-3 game revenue. That split decides how you price a licensed catalogue. Get it wrong across the region and you either sell a Gulf product into a market that cannot pay for it, or chase Egyptian volume with a monetization model that only works at Gulf rates.
"MENA" is a slide, not a market. The three countries most decks mean by it behave so differently that a single launch plan for all three is close to a guarantee that two of them underperform.
πΊοΈ Three Markets, One Line Item
Niko Partners sizes the MENA-3 markets β Egypt, Saudi Arabia and the UAE β at $2.2 billion in 2025, up from $2.0 billion in 2024. Reported growth for that step sits somewhere between 8.5% and the roughly 10% the two round numbers imply, depending on which summary of the July 2025 report you read; treat it as high single digits rather than a precise figure. The five-year outlook is $2.78 billion by 2029, which is a compound rate closer to 6%. Figures via Game World Observer's write-up of the Niko Partners MENA-3 report.
The distribution is where it gets interesting. Of 2024 revenue:
- Saudi Arabia: 59.1% β roughly $1.18 billion
- UAE: 33.7% β roughly $674 million
- Egypt: 7.2% β roughly $144 million
And the per-gamer numbers, same report, same year:
- UAE: $84.60
- Saudi Arabia: $54.89
- Egypt: $3.39
A UAE gamer is worth about 25 times an Egyptian one on those figures. Two caveats before anyone lifts them into a model. First, Niko's totals cover all platforms β mobile, PC and console β and a casual HTML5 or APK catalogue is only addressing part of that spend. Second, ARPU here is revenue divided by all gamers, not by payers. Your actual per-payer economics are a different and much higher number, against a much smaller base.
β The Player Counts Nobody Prints
Niko puts the region at 72 million gamers at the end of 2024, growing to 84.3 million by 2029. The country breakdown is not published in the public summaries, but it falls out of the arithmetic: divide each country's implied revenue by its stated ARPU.
- Egypt: $144m Γ· $3.39 β 42 million gamers
- Saudi Arabia: $1.18bn Γ· $54.89 β 21 million gamers
- UAE: $674m Γ· $84.60 β 8 million gamers
That sums to about 71 million, which lands on Niko's stated 72 million closely enough to trust the shape. It is a derivation, not a published figure β treat the individual numbers as approximate and the ratio as solid.
So the region's largest player base sits in the country contributing the least revenue, by a wide margin. Egypt is roughly 59% of the players and 7% of the money. Saudi Arabia is the mirror image: under a third of the players, nearly 60% of the revenue.
This is not a curiosity. It sets which business model each country can carry. Where revenue per player is $85, you can build a paid or subscription product. Where it is $3.39, you are running an audience business β reach, sessions, impressions β and your margin comes from operating cost, not from price.
π³ A Region Where the Card Is the Exception
The payment layer explains a chunk of the Egyptian gap, and it is the part most catalogue buyers discover after launch.
Boku's carrier billing market report for the Middle East and North Africa β a payments vendor's own research, so read it with that in mind β puts credit card ownership across the countries it profiles at 19%, and finds that direct carrier billing and mobile wallets together account for 35% to 50% of digital gaming purchases depending on the country.
Read that as a product requirement rather than a statistic. If your portal's only checkout is a card form, you have designed a paywall that most of the addressable population physically cannot pass. The catalogue is not the constraint. The payment method is.
What works instead is well established in the region: carrier billing, operator bundles, and wallet rails. That is one of the reasons games sit inside operator portals in MENA at a rate you do not see in Western Europe β the operator already has the billing relationship, and a game bundle rides on it. If you are selling a portal into an operator rather than running your own, the pitch is not the catalogue size; it is what the bundle does to churn on a prepaid base. A subscription games portal billed to the mobile account clears at rates a card checkout will not approach here.
π The Gulf's Premium Rate Lives in One Ad Format
If the Gulf is where the money is, the obvious move is to point an ad-funded catalogue at it. That works, but not evenly across formats, and the unevenness is severe.
Mistplay's eCPM roundup, drawing on Appodeal's Q4 2024 report, gives country-level averages blended across iOS and Android. Compare the UAE to the United States:
- Rewarded video: UAE $14.55 vs US $15.15 β about 96% of the US rate.
- Interstitial: UAE $3.95 vs US $12.65 β about 31%.
- Banner: UAE $0.12 vs US $0.50 β about 24%.
The UAE is very nearly a tier-one market on rewarded video and nothing like one on everything else. That is a much sharper statement than "the Gulf has strong eCPMs," and it changes what you build. A portal monetising on interstitials and banners captures roughly a quarter to a third of the US rate in the region's richest market. A portal that can serve rewarded video captures almost all of it.
Which runs straight into the constraint that catches licensed catalogues: a rewarded ad needs a reward moment inside the game's own state, and a licensed build usually ships without one. That is a build-rights question long before it is a monetization question, and it belongs in the licence conversation rather than the launch retro.
One honest caveat: those benchmarks come from in-app mobile inventory, not from browser games. Web eCPMs in the same countries are their own number and generally a lower one. Use the ratios between formats and countries; do not import the absolute values into a web portal model.
πͺπ¬ What Egypt Is Actually Worth
Reading Egypt as a weak market is the wrong conclusion from the ARPU. Read it as a different one.
DataReportal's Digital 2025: Egypt (March 2025) counts 96.3 million internet users against a population of 117 million β 81.9% penetration, and up 14.6% year on year, an addition of about 12 million people in twelve months. Cellular connections stand at 116 million, 99% of the population. For comparison, DataReportal's Saudi report from the same month counts 33.9 million internet users in a population of 34.3 million.
So Egypt is adding roughly a Saudi-sized internet population every three years. Nothing about that shows up in a revenue-share chart, and it is precisely what an ad-funded or telco-bundled catalogue is built to capture.
The operating rules that follow from a $3.39 market are specific:
- Cost per session has to be near zero. A CDN bill sized for Gulf ARPU applied to Egyptian volume is how a portal goes gross-margin negative on its best-performing country.
- Price points are local, not converted. A $4.99 tier converted at the market rate is not a price, it is a decline. Carrier-billed micro-tiers are the format that moves.
- Build weight is a revenue variable. Cheap Android devices and metered connections mean load time and asset budget decide session counts, and session counts are the entire business at these rates.
- Retention beats acquisition. With no meaningful per-user price to recover, every dollar of paid acquisition needs a long payback, and there usually is not one.
That is a fair description of what a lean HTML5 catalogue does well: instant load, no install, low delivery cost per play, and a monetization stack that does not depend on the player reaching for a card.
ποΈ The Headline Isn't the Market
One correction worth making, because it distorts a lot of MENA planning. The region's most visible gaming story is sovereign investment and esports, and it has almost no bearing on what a casual catalogue earns.
The 2026 Esports World Cup moved from Riyadh to Paris, keeping its roughly $75 million prize pool, with organisers citing regional instability, as The National reported in May 2026. Whatever that says about the region's ambitions in competitive gaming, it says nothing about how many people in Jeddah played a match-3 game last Tuesday.
Prize pools are not consumer demand. Investment funds are not ARPU. If your MENA business case leans on either, you have written a sentiment note rather than a model. The $2.2 billion, the 72 million players and the 19% card ownership are the numbers that decide whether a catalogue works there.
π§ Three Countries, Three Plans
Saudi Arabia β the revenue centre
Nearly 60% of regional spend against about 21 million players, with near-universal internet penetration. This is where a paid or subscription tier is viable, where operator bundles have real ARPU behind them, and where premium ad demand exists. It is also where the localisation bar is highest β Arabic-first, not Arabic-optional, and content standards that need checking title by title rather than at catalogue level.
UAE β small, rich, and format-sensitive
About 8 million players producing a third of regional revenue. Highest ARPU in MENA-3, and rewarded-video rates within a few percent of the US. A small enough base that it will not carry a volume strategy, and a valuable enough one that it should never be lumped into a "rest of region" bucket. Heavily multilingual β an English-only build performs better here than anywhere else in the three, which is exactly why operators over-generalise from it.
Egypt β reach, on a carrier bill
The largest audience in the region and its fastest-growing internet population. Monetise on impressions, carrier-billed micro-subscriptions and operator bundles. Do not build a card checkout as the primary path. Do not model it on Gulf ARPU. Do measure cost per thousand sessions as carefully as revenue per thousand sessions, because at these rates the two lines are close together.
π§ What Goes Wrong
Four failure patterns show up repeatedly in MENA launches, and all four are avoidable at the planning stage:
- One regional price. Setting a single MENA tier means it is either unaffordable in Egypt or leaving money on the table in the UAE. Usually both, since it gets set somewhere in the middle.
- Card-first checkout. Building the payment layer for the 19% and treating carrier billing as a phase-two integration. Phase two arrives after the launch cohort has already churned.
- Averaging the region. A blended MENA-3 ARPU of about $28 describes no country in it. Forecasts built on regional averages miss in both directions at once.
- Buying territory rights you cannot service. A three-country licence with no Arabic build, no local billing and no operator relationship is three countries of shelf space. Territory scope should follow your go-to-market, not lead it.
π― Where to Start
Before you licence anything for MENA, do two pieces of homework. Pick your entry country on the basis of which monetization model you can actually operate β not on which market is largest β and confirm, in writing, whether the builds you are licensing can serve rewarded video and carry an Arabic UI. Those two answers determine more of your outcome than catalogue size ever will.
Then size the territory clause to match. A Saudi-only licence you can service beats a MENA-wide one you cannot, and it costs less.
Forestry Games has licensed HTML5 and Android games since 2017, and works with operators, publishers and portal owners on exactly this kind of regional rollout β catalogue selection, white-label portals and telecom distribution. If you are scoping a MENA launch, the catalogue and the licence and pricing options are the practical starting points, and territory and platform scope are worth discussing before you sign rather than after.


