Middle East & Africa grew gaming revenue 7.5% in 2025 to $7.1 billion, the fastest rate of any region in Newzoo’s 2025 Global Games Market Report. The global market rose 3.4% to $188.8 billion the same year. This post compiles verified gaming in emerging markets statistics: regional revenue and growth, India’s post-ban expansion, Saudi Arabia’s spending, and Brazil’s player base.
Gaming in Emerging Markets Statistics: Key Notes
- Middle East & Africa recorded 7.5% revenue growth in 2025, ahead of Latin America at 6.4%, per Newzoo’s September 2025 report.
- India’s video games market, excluding real-money gaming, grew 17% to $1.5 billion in calendar year 2025 with 555 million gamers, per Lumikai.
- Saudi Arabia’s per-capita gaming spend reached $308 in 2024, roughly three times the MENA average of $102.4, per Antom.
- Latin America counted 372.3 million players in 2025, up 4.5% year over year, per Newzoo; Allcorrect puts Brazil alone at more than 103 million.
- Scopely, owned by Saudi Arabia’s PIF through Savvy Games Group, completed its $3.5 billion purchase of Niantic’s games business in May 2025.
The short version: gaming in emerging markets outgrew every mature region in 2025 on revenue, and the gap holds across independent datasets from Newzoo, Lumikai, and Antom.
Gaming in Emerging Markets vs Mature Regions: 2025 Revenue
Newzoo’s 2025 Global Games Market Report puts total consumer spending at $188.8 billion, up 3.4% from 2024. The two smallest regions by revenue grew the fastest.
| Region | 2025 Revenue | YoY Growth | Share of Global Revenue |
|---|---|---|---|
| Asia-Pacific | $87.6 billion | +2.3% | 46% |
| North America | $52.7 billion | +4.2% | 28% |
| Europe | $33.1 billion | +3.6% | 18% |
| Latin America | $8.3 billion | +6.4% | 4% |
| Middle East & Africa | $7.1 billion | +7.5% | 4% |
Source: Newzoo, Global Games Market Report, September 2025 (2025 estimates)
2025 Games Revenue by Region ($B, Newzoo)
Revenue Growth by Region, 2025 YoY (Newzoo)
Asia-Pacific’s 2.3% growth, the slowest of the five regions, sits alongside its 46% share of worldwide spending, a sign of saturation in its largest markets rather than weak demand. Newzoo notes China’s revenue rose 3.1% year over year in 2025.
Mobile generated $103 billion in 2025, 55% of global games revenue in Newzoo’s data. That platform mix favors emerging regions, where mobile-first play dominates; the broader mobile game statistics show the same pattern.
Regional Share of 2025 Global Games Revenue (Newzoo)
On the player side, Newzoo reports 3.578 billion gamers worldwide in 2025, up 4.4%, with Middle East & Africa posting the fastest player growth at 6.8% year over year.
How Big Is India’s Gaming Market in 2025?
India grew through a regulatory shock. The government banned real-money gaming in 2025, and the entertainment-gaming segment still expanded 17%, per Lumikai’s State of India Interactive Media Report 2025.
| India Gaming Metric (CY 2025) | Value |
|---|---|
| Video games market size (excl. RMG) | $1.5 billion |
| YoY market growth | 17% |
| Total gamers | 555 million |
| Payer conversion rate | 25% |
| Annual ARPPU | $18 |
| Lumikai’s 2030 projection | $3.2 billion |
Source: Lumikai, State of India Interactive Media Report 2025 (calendar year 2025, published March 2026)
The gamer base contracted 9%, from 609 million in 2024 to 555 million in 2025, as RMG users exited. Revenue from in-app purchases and ads still grew 17%, and payer conversion held at 25%.
India’s Gamer Base Before and After the RMG Ban (Lumikai)
Lumikai calls in-app purchases the fastest-growing revenue stream in India’s free-to-play games market, at a 19% compound annual growth rate, with in-app advertising at 13%.
One caution from the same research, conducted with consumer intelligence platform VTION: one in three former RMG players migrated to offshore betting platforms after the ban, spending up to ₹10,000 a month.
Middle East Gaming in Emerging Markets: Saudi Arabia’s Spending
Saudi Arabia is the highest-spending emerging market covered here on a per-player basis. Antom’s Saudi Arabia gaming and payments report counts 23.5 million players in the Kingdom in 2024.
| Saudi Arabia / MENA Metric | Value | Period |
|---|---|---|
| Saudi players | 23.5 million | 2024 |
| Saudi per-capita gaming spend | $308 | 2024 |
| MENA average per-capita spend | $102.4 | 2024 |
| Saudi share of MENA gaming revenue | 57.6% | 2023 |
Source: Antom, Saudi Arabia Gaming & Payment Trends Report
Per-Capita Gaming Spend, 2024 (Antom)
Sovereign capital sits behind these numbers. Scopely, owned by the Public Investment Fund’s Savvy Games Group, completed a $3.5 billion acquisition of Niantic’s games business, including Pokémon GO, in May 2025.
The Esports World Cup in Riyadh drew 2,000 players from 200 clubs competing across 24 titles for a $70 million pool, per Savvy’s 2025 annual report. That figure ranks among the largest payouts in current esports prize pool statistics.
Latin America Gaming in Emerging Markets: Brazil’s Player Base
Latin America posted the second-fastest revenue growth of any region in 2025 at 6.4%, reaching $8.3 billion, per Newzoo. The same report counts 372.3 million players, up 4.5%, and 170.9 million payers, up 5.3%.
| Latin America Metric (2025) | Value | YoY Change |
|---|---|---|
| Regional games revenue | $8.3 billion | +6.4% |
| Total players | 372.3 million | +4.5% |
| Total payers | 170.9 million | +5.3% |
Source: Newzoo, Global Games Market Report, September 2025
Brazil anchors the region with more than 103 million players, per Allcorrect’s 2025 Brazil market study, which ranks the country fifth worldwide by online player count. Allcorrect notes Newzoo’s own estimate runs higher, at 115 million.
Engagement runs deep. A Pesquisa Game Brasil survey cited in the same study found 82.1% of Brazilians consider video games one of their main forms of entertainment.
What Gaming in Emerging Markets Statistics Signal for 2026
The through-line across the three regions: revenue growth is concentrating where player bases are still expanding. Newzoo shows Middle East & Africa and Latin America outgrowing every mature region on both revenue and players in 2025.
India adds a second pattern, deeper monetization from a smaller base. Lumikai’s data shows revenue up 17% even as the gamer count fell 9%.
Newzoo expects the global market to reach $206.5 billion by 2028 with close to 4 billion players. For publishers, the practical read is mobile-first design and localization, since mobile already carries 55% of global revenue and emerging-region audience data, including YouTube Gaming vs Twitch viewership statistics, points the same direction.
FAQs
Which region has the fastest gaming revenue growth in 2025?
Middle East & Africa, at 7.5% year over year to $7.1 billion in 2025, per Newzoo’s Global Games Market Report. Latin America follows at 6.4%.
How many gamers does India have in 2025?
555 million in calendar year 2025, per Lumikai. The base fell 9% from 609 million after the real-money gaming ban, yet market revenue still grew 17% to $1.5 billion.
Are the Saudi gaming spend figures shared on Reddit accurate?
Reddit threads often cite the $308 figure, and it checks out. Antom’s report puts Saudi per-capita gaming spend at $308 in 2024, against a MENA average of $102.4, with 23.5 million players.
Why do Reddit users call Brazil a top-five gaming country?
Because it is by player count. Allcorrect’s 2025 study ranks Brazil fifth worldwide with more than 103 million players, and 82.1% of surveyed Brazilians call games a main form of entertainment.
What is the largest recent gaming acquisition tied to emerging markets?
Scopely’s $3.5 billion purchase of Niantic’s games business, including Pokémon GO, completed in May 2025. Scopely is owned by Savvy Games Group, a Saudi Public Investment Fund company.
Sources
https://www.lumikai.com/post/lumikai-s-state-of-india-interactive-media-report-2025-gains-broad-national-coveragehttps://knowledge.antom.com/saudi-arabia-gaming-payment-trends-report-building-the-worlds-next-esports-powerhouse
https://allcorrectgames.com/insights/the-gaming-market-in-brazil-2025/