To summarize these trends: Iraq has the right ingredients for a thriving games and collectibles market – a huge youth cohort, increasing connectivity, rising consumer spending, and untapped demand evident from every proxy we examine.
What’s been missing is the catalyst to bring it all together: that’s the role Majestic Heights is here to play. We are positioning ourselves at the forefront of a market that could easily grow several-fold in the next few years. By investing early in community-building and partnerships, we aim to capture the first-mover advantage and set the industry standards in Iraq.
Gaming Expenditure Disparity
Looking at video gaming as a proxy for hobby interest – Iraqi consumers spent about $90 million on video games in 2023. That figure, while growing, is still far below countries with comparable population sizes. For instance, Egypt’s game spending was $1.71 billion in 2023 – almost 19 times Iraq’s – even though Iraq’s population is about 45 million vs Egypt’s 100 million. Similarly, Saudi Arabia spent ~$1.89B. This huge gap isn’t because Iraqis don’t love games; it’s because the market here is underdeveloped and under-served. It tells us that as infrastructure improves and more products become available, Iraq’s per capita spending on games will rise sharply. We see Iraq on the cusp of a gaming and hobby revolution, much like other regional markets a few years ago.
Regional Comparisons
In neighboring countries, we’ve seen how quickly hobby culture can take off. In the Gulf states (e.g. UAE, Saudi), we’ve seen governments and investors pour money into e-sports, comic cons, and hobby stores, resulting in huge communities of gamers and collectors. Iraq is the last large market in MENA that has yet to undergo this transformation – and we intend to lead it.
Collectibles & Trading Card Games
Global trends show a surge in collectibles and TCGs. Pokémon cards, for instance, have triggered buying frenzies in the West and Asia. While no Iraq-specific stats exist yet (since the market is nascent), anecdotal evidence is growing: local online groups swap cards, and we’ve heard of individual sellers bringing small batches of Pokémon or Yu-Gi-Oh! cards from Dubai or Amman selling out immediately. The global TCG market’s steady growth (~7-8% annually) and the success of TCG communities in neighboring countries suggest Iraq is fertile ground. We aim to formalize and catalyze this trend by obtaining exclusive distribution rights for major TCG brands in Iraq and running learn-to-play events to introduce them properly.
E-Commerce & Hobby Demand
Interestingly, data shows that in Iraq’s growing e-commerce sector, the largest segment is “Hobby & Leisure,” accounting for 25% of online retail revenue. That means out of all things Iraqis buy online – clothing, electronics, etc. – hobby/leisure items are the #1 category. This is a strong indicator that Iraq’s populace is actively seeking entertainment and hobby products (likely including toys, games, sporting goods) when they have access to them. It reinforces our belief that a well-stocked, well-promoted hobby game store (both physical and online) will be met with eager demand.
Iraq is an emerging market for games and hobbies, with enormous growth potential backed by hard data.
Here we highlight some key trends and statistics that drive our initiative:
The Opportunity in Iraq
Youthful Demographics
Iraq’s population is exceptionally young – about 46% are under 18, and nearly 60% are under 25. This “youth bulge” means a massive audience for gaming and collectibles in the coming years. Young people are typically the early adopters of new games and drive hobby markets worldwide. Iraq’s youth are no different: they are enthusiastic, curious, and hungry for modern entertainment options.
Digital Connectivity
Despite past conflicts, Iraqis are rapidly getting connected to the digital world. As of 2024, there were 36.2 million internet users in Iraq (78.7% penetration) and 31.9 million active social media users. On the hardware side, there were 46 million mobile phone connections. In short, Iraq’s young consumers are online, seeing global trends in real time. A meme or game that’s popular in Los Angeles or Tokyo today can be known in Baghdad tomorrow. This connectivity also makes it easier for us to reach our audience through digital marketing, online stores, and community forums.
Spending Power & Growth
The spending on entertainment is rising. The Middle East’s toy and games market overall is booming – valued at $4.2 billion in 2024 and projected to reach around $9.0 billion by 2033 (8.2% CAGR). Iraq is contributing to this surge. The Iraqi toy market saw a 20%+ jump last year – described as “skyrocketing” by industry analysts – hitting an estimated $535 million in 2024 (from roughly $435M in 2023). This double-digit growth in toys and games consumption indicates that Iraqi families are rapidly catching up on years of pent-up demand for leisure goods. More parents are buying toys, and more teens are spending on games. Despite economic challenges, people prioritize fun and play when given the chance.
Trends
& Insights

