Competitive Landscape
Established Players Maintain Leadership through Ecosystem Loyalty
The competitive environment in video games demonstrated increasing concentration over the five-year period leading up to 2025, with Sony Corp holding a leading position and strengthening its share to 14% in 2025 from 6% in 2020. Nintendo Co Ltd maintains second place with an 8% share in 2025, while PUBG Corp reaches 7%.
Major Launches Strengthen Engagement without Disrupting Market Leadership
Notable product launches in 2025 included Nintendo’s Switch 2, which reached the United Arab Emirates in June and reinforced the brand’s position in portable and family-oriented gaming. High-profile releases such as Borderlands 4 and Metal Gear Solid Delta: Snake Eater further supported consumer engagement across both digital and physical channels.
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Overview:
Understand the latest market trends and future growth opportunities for the Video Games industry in United Arab Emirates with research from Euromonitor International's team of in-country analysts – experts by industry and geographic specialisation.
Key trends are clearly and succinctly summarised alongside the most current research data available. Understand and assess competitive threats and plan corporate strategy with our qualitative analysis, insight and confident growth projections.
If you're in the Video Games industry in United Arab Emirates, our research will help you to make informed, intelligent decisions; to recognise and profit from opportunity, or to offer resilience amidst market uncertainty.
The Video Games in United Arab Emirates report includes:
- Analysis of key supply-side and demand trends
- Detailed segmentation of international and local products
- Historic volume and value sizes, company and brand market shares
- Five year forecasts of market trends and market growth
- Robust and transparent research methodology, conducted in-country
This report answers:
- What is the market size of Video Games in United Arab Emirates?
- Which are the leading brands in Video Games in United Arab Emirates?
- How are products distributed in Video Games in United Arab Emirates?
- How is the rise of e-commerce impacting the retail landscape and traditional outlets?
- What are the key safety regulations to observe in United Arab Emirates?
- How has retail disruption following COVID-19 and national lockdown impacted sales?
- Where is future growth expected to be most dynamic?
- Is it more important to appeal to children or adults?
Video Games in the United Arab Emirates - Category analysis
Key Data Insights
Video Games Summary
Xbox Game Pass Shifts Spending to Recurring Subscriptions
Digital Platforms Reshape Purchasing and Engagement
Subscription Ecosystems with Local Content Drive Consumer Retention
Digital Content Continues to Outperform Hardware
Established Players Maintain Leadership through Ecosystem Loyalty
Major Launches Strengthen Engagement without Disrupting Market Leadership
Digital Channels Lead Video Games Distribution
Physical Retail Focuses on Hardware and Experiential Value
Toys and Games in the United Arab Emirates - Industry Overview
2025 Developments
Key Data Insights
Premiumisation and Kidult Trend Bring Double-Digit Growth
Video Games Lead Toys and Games through Digital Innovation
Plush and Licensed Toys Drive Growth in Traditional Play
Kidult Demand and Premiumisation Cause Ongoing Expansion
Omnichannel Retail and Localisation Strengthen Competitive Advantage
Sony Extends Lead through Ecosystem Strength and Innovation
Nintendo’S Switch 2 and Premium Launches Grow Brand Engagement
Amazon.Ae and Firstcry.Ae Lead the Shift to Online Purchasing
Experiential Retail Maintains Relevance through Destination Shopping
Country Reports Disclaimer
The following categories and subcategories are included:
Video Games
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- Hand-Held Consoles
- Static Consoles
- Gaming Headsets
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- Computer Games (Physical)
- Console Games (Physical)
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- Computer Games (Digital)
- Console Games (Digital)
- Online Games and Subscriptions
- Mobile Games
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- Console Games (Physical)
- Console Games (Digital)
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- Computer Games (Physical)
- Computer Games (Digital)
- Online Games and Subscriptions
- Mobile Games
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- Computer Games (Game Sales)
- Console Games (Game Sales)
- Online Games and Subscriptions (Game Sales)
- Mobile Games (Game Sales)
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- Computer Games (In-Game Purchases)
- Console Games (In-Game Purchases)
- Online Games and Subscriptions (In-Game Purchases)
- Mobile Games (In-Game Purchases)
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Video Games
This is the aggregation of video games hardware and video games software. Electronic/computerised educational toys such as Speak & Spell and LeapFrog are excluded from video games and included under pre-school. Video gaming population refers to the population that played a game at least once in the last 6 months on any covered platform. This includes players who have not spent any money on game purchases or in-game content purchases.
See all of our definitionsWhy buy this report?
- Gain competitive intelligence about market leaders
- Track key industry trends, opportunities and threats
- Inform your marketing, brand, strategy and market development, sales and supply functions
This report originates from Passport, our Video Games research and analysis database.
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