A deep dive into Saudi Arabia’s mobile gamers

People are spending more time on their smartphones and lots of that time is going on mobile games. (AFP file photo)
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Updated 03 November 2021
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A deep dive into Saudi Arabia’s mobile gamers

  • New report by AdColony and Nielsen surveys the behaviors and preferences of mobile gamers in the Kingdom

DUBAI: It is no secret that mobile devices, and mobile games, are indispensable in our daily lives. Capitalizing on their popularity, even streaming giants have been launching and partnering with mobile games creators.

This week, streaming giant Netflix announced its global rollout of mobile games. Last month, Shahid VIP teamed up with PUBG Mobile, one of the most popular games, in a first-of-its-kind partnership.

People are spending more time on their smartphones and lots of that time is going on mobile games. To better understand gamers in the Saudi market, mobile advertising platform AdColony partnered with data source platform Nielsen to survey 500 verified mobile users about their mobile gaming behaviors, preferences and sentiments.

The survey found 84 percent of all adults in the Kingdom are playing mobile games. Of these, 55 percent are male and 45 percent female. It is evident that adults play mobile games as much as kids, with 52 percent of mobile gamers aged between 30 and 49.

Time spent playing mobile games is significant, with 39 percent spending more than 10 hours a week playing mobile games while 51 percent play mobile games at least two to three times every day.

The most-loved genre in Saudi Arabia is battle royale games, which captured 41 percent of the market, followed by action and adventure (39 percent) and puzzle/trivia/word games (38 percent).

For many, mobile games are a fun way to take a break or escape from the daily stress of their lives. Over 50 percent play mobile games because they find it entertaining and fun, while 42 percent do it as a way of relaxing and relieving stress.

Unlike console or PC gaming, mobile gaming is a parallel activity. 50 percent are simultaneously listening to music or watching TV, surfing through social media (48 percent), or streaming content (44 percent). The second-screen phenomenon is very much evident in Saudi gamers’ behaviors, with 66 percent saying that they are not only playing mobile games during commercial breaks but also while watching TV.

The increased time spent on mobile games, and the various opportunities they offer, have made it a lucrative advertising medium for brands. A massive 69 percent of Saudi mobile gamers prefer to watch rewarded ads for getting advancements rather than paying money and 86 percent like rewarded ads much more than traditional video ads, which don’t have any rewards.

“With a lot of different mobile ad models, rewarded advertising where the gamers watch the ad to gain life, coins, or any free in-game material is very important,” the company said.

FAST FACTS: GAMERS IN SAUDI ARABIA

• 84 percent of all adults are playing mobile games.

• 55 percent of mobile gamers are male, 45 percent are female.

• 39 percent spend more than 10 hours a week playing mobile games.

• 51 percent play mobile games at least two to three times each day.

• Battle royale games are the most popular, with 41 percent of the Saudi market.

• Over 50 percent play mobile games because they find it entertaining.

• 42 percent find games relaxing.


Saudi gaming industry has promising future, says Qiddiya executive

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Saudi gaming industry has promising future, says Qiddiya executive

  • Mike Milanov said that the industry had surpassed the combined industries of film, television, music and sports worldwide
  • Milanov added that Saudi Arabia had talented teams with strong skills in esports and game development

RIYADH: Saudi Arabia is uniquely positioned for a highly promising future in the gaming sector, which is valued at $323 billion globally, according to the head of gaming at Saudi entertainment megaproject Qiddiya.

Mike Milanov, the company’s head of gaming and sports, spoke during the session “The Global Era of Gaming: How It Became the New Frontier for Media and Entertainment” at the Saudi Media Forum 2026 in Riyadh.

The industry, he said, had surpassed the combined industries of film, television, music and sports worldwide and was growing globally at an annual rate of 3 percent to 9 percent, expected to reach about $623 billion by 2035

He added that future generations held different perspectives and levels of engagement, as gaming represented a form of digital advancement and a powerful tool for connection.

Milanov also highlighted how Saudi Arabia had talented teams with strong skills in esports and game development, along with significant creative and innovative energy that supported building relationships both locally and globally.

He further noted that Qiddiya City spanned nearly 330 sq. km, and that more than 86 percent of Saudis identified themselves as gamers, reinforcing the Kingdom’s position as one of the world’s largest gaming and esports markets.

Karen Starr, vice president of marketing, branding and creative at Activision Publishing, also spoke during the panel and emphasized the major role gaming played across social media platforms.

She described this influence as positive for brand building, especially given the young audiences that followed gaming brands.

Starr added that the sustainability of major gaming brands depended on continuous engagement, community-building, and adapting content locally to maintain cultural relevance.

She explained that gaming had evolved into an ongoing media experience based on constant interaction and long-term audience connection.

She also said that gaming today had become a global media force that had surpassed traditional channels, shaping culture, content and audience engagement over time.

Meanwhile, Shelley Williams, executive vice president of sales at F1 Arcade Simulation, spoke about how gaming experiences were built on a sense of belonging and participation, which helped to create stronger infrastructure and extended media experiences.

She said that shared audience experiences opened the door to new ecosystems and further game development, supporting long-term content sustainability.