Seven Years in The Arabic Game Market


The Arabic Game Market is a tough cookie to crack! I would know since i’ve spent the past 7 years of my life trying. I grew up here and faced the demand as a kid, Saudi Arabia specifically, lacks many public spaces and forms of entertainment. For example, Movie theaters are not allowed to operate in the country. As an “adult”, I had a chance to give back to the community and try to provide the younger generation, as well as developers like me, the chance to be served as a respected consumer.


In 2010 I created GameTako, a Kongregate clone, and failed to make it a sustainable business, due rise of mobile, as well as low interest from local developers. We turned non-profit after we lost VC funding. yet, with over 1000 developer across Arabia and a yearly Game Jam “Game Zanga” (2014 results) we have become the biggest game dev community in Arabia. Most recently I started to work with MECL and created a mobile game publisher similar to “Noodle Cake” and it does not look good, due to lack of interest in long term investment from stakeholders. But I do work with “Lumba” and our game فزعة or “Tribal Rivals” is doing great. I will take you further in this post into the conclusions of these  attempts to create a sustainable game industry in Arabia.


Population? The Arabic world is close to 300M People; sadly, most of the countries in the region have terrible economies and are war torn. Therefore, I decided to focus on the GCC (Gulf Cooperation Council) pretty much the oil producing countries of Arabia, and mainly Saudi Arabia since it is the biggest of them all in terms of area as well as population. The GCC has a population of about 40M Arabic speakers, and that is being optimistic.

GCC countries, Population 40M


40M that’s awesome, right? With a penetration rate of mobile phones (how many people have phones) of 250% which 60% of them are smart phones (everyone has an average of 2.5 phones), also with poor adoption of PCs as a daily entertainment outlet, we can conclude that mobile phones are the way to go to distribute games.

Everyone has an average of 2 and a half phone. 60% of them are smart phones. 60% android 38% iOS 2% blackberry and windows phone


Those are delicious numbers, right? We have statistics that say that 60% of Saudis for example play games online. However, in reality, if we were also optimistic, we can see that the number of people who are willing to buy your game are around 1% of the population. We can say that that only 400,000 person is even remotely interested in buying your game. and if you have a weird unique game, it can go all the way down to 15,000. Numbers can go up to 4% in case of free 2 play games. This low percentage is due to a low penetration of credit cards and online payment methods. As well as being accustomed to free ad based games on the mobile platform.

Only 400,000 person is interested in buying your game, low credit card usage. down to 15,000 if you have a unique game.


So 400,000 person is not bad, right? Well how much will it cost you to reach them? Twitter has been insanely popular in Saudi Arabia, Facebook is almost dead, and most dwell in private social networks like Path and Instant Messaging apps like WhatsApp. The last 2 are not really accessible as marketing channels. Youtube have been insanely popular, although the local Youtubers are tight on money and they need it to operate, but their costs to even talk about your game is very expensive for an indie developer. In addition, you really do not want to get into the whole review for money “Ethics” issue. Some Youtubers are great and would talk about your game for free, but only if it fits what their audience, which is usually COD and Minecraft fans. Not something a developer on a budget can develop. Its not the youtuber’s fault at all, it’s just the way it is.

Marketing on Youtube is too expensive, price of games on mobile are too low to justify it. Social Media marketing is affective, but only for F2P games with high ARPUs


So just develop games for the love of it, right? Well, education programs are not the best in the GCC, as high school graduates cannot speak English fluently. This is a problem for most people who try to learn programming or other things from online sources. English rules the internet, and these individuals don’t have it. Its really not worth it to even translate all of that material as the pace of progress of technology is a lot faster the translation efforts. High standard of living also leaves low room for motivation to be entrepreneurial in the GCC, also the opportunities available for traditional trades like real estate and construction are very profitable, and rate of success is a lot higher than Software and art based projects. In addition, the GCC countries, especially Saudi Arabia are conservative in nature with high resistant to progressive thought and art. Most Saudis consider music evil, and pictures of creatures with souls is considered evil too. Even though the consumption of such media is popular, having institutions that teach them or any company that produces such materials is very frowned upon. Only recently, having such institutions and companies is becoming acceptable. Therefore, the talent to work on such projects is very scarce. Even if you did find the right talent, you are competing with the top paying companies for their time. It is a no brainer for someone to be paid over $5k a month untaxed than to live a starving indie life with little chance of success. Furthermore, Social structure is very family based, so clusters of creatives living together and feeding out of each other`s creativity doesn’t happen. No indie House possible here.

Conservative backgrounds, resistant to progressive thought and art, technical language barriers, high paying wages, strong family structures, and lack of talent leaves the local games at low supply of artists, musicians, programmers and others


Ads? You can make games with ads, sure. However, the population is not big enough, as well as advertisers who refuse to invest in mobile ads. The income you will be getting will not make a difference. Some developers are making games that are getting them around $2500 a month out of ads. with a game lifetime of 3 months. but thats not enough to pay rent and living expenses to be able to do this fulltime, or to be able to add more content. some of those games were even rejected from the iOS store due to low quality, and no clear game design. I am looking at you endless drifting games.

Ads do not work


So develop a game for the international market? How do you expect someone with all the handicaps found above to produce anything close to the quality expected out of a game developer trying to compete on the international market? To everyone in the GCC, it’s close to impossible. Even the ones that tried faced aggressive backlash from their attempts. Check out “Unearthed: Trial of ibn battota” the backlash from that game would scare anyone even attempting to make a game out of the region. And that game cost A LOT to produce too. (You should go check the game out, its fun.)

Developers are too scared to target the international market. Moreover, the ones who do publish a game targeting the world lack experience and spend a lot of money trying to compensate, and it shows.


What about Arabic, shouldn’t Arabic be a selling point and an advantage of local players? You would think so. The GCC population might not be great at English, but they recognize it. They watched enough Hollywood and TV to be able to make up simple things. In addition, with games depending less and less on language, language is not a selling point anymore, game-play is.

Arabic is not a selling point, game-play is


So what does leave room for? F2P games with aggressive metrics. Your game needs to be close to

  • Around 1% conversion rate
  • ARPPU of around $30 (its achievable in the GCC)
  • Marketing budget to be able to reach 4% of the population
  • A content that is heavily relatable by the population.
  • High quality in development as well as art and music to match the competition from game developers across the world.

If you don’t have these elements combined, then there is no way you could survive financially from making games in the GCC for the GCC.


So what Have I done to know all this? A summary

  • Tried to help indies and hobbyist make money through GameTako game web portal
    • Turned it into non-profit due to
      • Lack of interested developers
      • Lack of audience wanting to play web games from arab devs, rise of mobile
    • Its now a non-profit indie game community
      • Organizing game jams
      • Sharing info
      • Play testing each other
  • Tried making a game publishing service for mobile games “Game Nomads”
    • Scaling down due to:
      • High marketing costs.
      • Not suitable for the market (see above)
      • Low funding and long term investment
  • Became a partner in a mobile Free2Play company making mobile entertainment for Arabia “Lumba”
    • Its doing very well and going strong

I did try with GameTako as well with Game Nomads to break this cycle and provide indies and hobbyist with better alternatives, but after 7 years I think I have done everything I could. Time for me to focus on what works, or leave this region. I won’t abandon the local community of GameTako, don’t worry. But its time for me to explore other opportunities and see how can I help in the international field now.


if you feel like there are things that I forgot to cover, or other opportunities you think I should seek, please leave them in the comment section down below.

13 thoughts on “Seven Years in The Arabic Game Market

  1. I agree with almost all the problems you mentioned but I don’t agree with how you solved them. I think you focused too much on the problems that you forgot to see the solutions.

    If we want a video game industry in Saudi Arabia we should start really really small and go back to the main problem and solve it. Oh and solve it in an effective ways. When no one buy your games that means you’re doing something wrong. it’s not the players fault! And you can’t force anyone to buy it. That is a huge mistake. You should make the player want to buy your game.

    Anyway let me talk about our main problems and my opinion on how to solve them.

    1) Game Dev Skills
    If we look at game developers in Saudi Arabia they still lack the skills to build really good games. like you said because we don’t have the proper education but we game developers could change that!

    We should do more workshops/talks/events to learn game programming, the math involved in game dev, game design, art, … etc. And please don’t tell me you guys did that! because I’m not talking about traditional events. I mean the ones that involve thinking and problem solving. That what we’re trying to do in GameDevJeddah and it would be really awesome and effective if we all united to achieve this goal.

    Also, we could for example go to universities and do some training there. I used to do that and it worked. Lots of student didn’t know this field exist and now they are interested in it. I did few events/talks in the university when I was student and it really helped in raising the awareness, for students and teachers. Imagine if we all did that. Lot’s of things could happen and I’m still doing my best to convince other game devs to do the same.

    If we started to build good games with great gameplay and with no bugs than we could start solving the other problems. Learning and education is our biggest problem for now. No one can trust us as skilled game developers! and they have the right to believe in that.

    2) We develop alone!
    We game developres develop alone.We don’t really involve gamers in whatever we’er doing. When you ask a game developer to test your game his/her feedback is so different from gamers. I test a lot and I noticed that. I’m not saying it’s wrong but gamers expectations are so much different from us game devs. Kids are also awesome at testing. They have the best ideas, cause they only focus on the gameplay. We could let gamers test the games and vote in the competitions for example. We should make more play test events with gamers as testers. This way we will be able to know what exactly they like, how they like it to be and so on.

    And we should never ever force gamers to buy our games! NEVER. If the community is not ready for that then we should wait for it and come up with better ideas to make money.

    3) Statistics:
    We don’t have any good statistics. I asked so many people but yet I didn’t find something that might help us see the whole picture. We have to analyse everything, gamers, developers skills, community, and so much more.

    4 ) Making money out of it
    Well for now I don’t think we should focus on this till we solve the first and second problem.

    Lastly, whatever I said is just my opinion and it might be wrong. I’m not saying I have enough experience in game development, I’m still a beginner and lack so so many skills but I’m sure we could change whatever we’re going through by thinking in a different way and make gamers our priority.


  2. 1- exactly

    2- there is a reason why professional developers don’t develop for the region.

    3- I have them, I worked 7 years collecting them. all you need to know is market size and conversion rates. anyone should have seen that number and said “Nope, Not worth it” Every game I worked on had lots of analytics collection and everything I did personally was data driven. What I wrote here is a result of that data.

    4- its naive to think that anyone would do any type of work for free. Sure I love making games and I will never stop, But I would love to have that small hope that if the game got popular then I can love comfortably making games over and over again. with a maximum of 2M mobile gamers and about 1M console and PC players in the GCC, I don’t see how that could happen with a price tag $15. and marketing costs to reach those $2M is getting more expensive. Semaphore was right in not targeting this region, and I would avoid targeting this market as a main market in the future. Might use the local market as some PR moves and a launch pad, but never as a main revenue market.

    your opinions and questioning is very valid and I respect it. its important to clarify anything to my readers.


  3. Thank you, Abdullah for all your efforts building a better community for developers.
    I don’t have solutions or anything of any value, but I just wanna share my thoughts and fears.

    As much as I agree with you but most of the problems in the area are in the pre-release period. Game design in all its aspects. I’ve played enough local games to know that the they’re fundamentally flawed, Unpolished or clones. In the first #GameDevJeddah meeting, it’s been addressed that not knowing basic game design or even how to code efficiently are issues we’re facing as arabic game designers. We’re effectively trying to solve it by meetings or sharing resources online as a community.

    However, when the game is up to the industry standards, it reaches a slight success and turn profit but doesn’t reach its full potential, and that’s the real problem which I’m terrified by. I mean, my game is going to be released in a few months and still, I don’t know how it’s gonna sell or for how much.

    People who wanna buy, cannot because of payment restraints.
    And those who can, don’t wanna buy.
    I pray to god, that we’ll make this work.


  4. Thank you for this post, I agree with almost everything you said but, I think the solution to all of this is to develop for international market. You said we can’t compete with them but I think we CAN develop a good (mobile) game if we chose the right people to do that, I believe that there are professional artists, musicians, programmers in Arab world, and about the experience, we DO have some experience now even if it is not that huge and as for your example (Unearthed) there are a LOT of problem made it unsuccessful game (I don’t want to mention them here).
    If those professional people worked on a game they will have very good results. However, there are some important things to be considered :

    1- It is not good to develop a game on all platforms (or at least not for mobile and consoles in the same time) at once, they have to work on a specific platform because a mobile game isn’t something good on a PC or a game console like ps4 and the structure of a game based on touch controls would be different from the structure of a game that uses controller or keyboard as a control method.
    2- The idea in one of the most important things so don’t expect a clone of other game would be a successful game, They have to work on a creative and good game idea.
    3- There is no space for mistakes or bugs that we often see in Arabic games like falling through the ground.
    4- We must take the specifics of the device that we are developing a game for in considering, so making a game with so many object or instantiating a lot of object which make the final game slow and unplayable and crashes a lot (I always see this in Arabic game jams).
    (You can combine point 3 and 4).

    Moreover, if we start developing for international market all other problems will be solved (we can sell the game, we can make it free with ads and we can make it free2play) except for one problem which is the funding for developing and marketing the game but, if we are talking about the PERFECT game that I’m talking about this will not be a problem.

    Finally, this may be hard to be done but it is not impossible.
    I know I don’t have that experience in game development and what I said may be wrong but, this is my point of view.


  5. I think there are a couple of issues to clarify here. The real problem in terms of the local market seems to be that of confidence in (local anything). This is a result of years on years of culture feeding us that anything coming from outside is A class and anything made locally is to be looked down upon and this pertains not only to games but to almost all industries without exception.

    To the poster above Eyad Alabdalla, I feel your post pretty much illustrates this problem:

    1- Cloning: Considering a game a clone because it is in the same genre (Third person action adventure) while it contains a completely different setting and story (Ibn Battuta never been discussed in movies or any other games) is problematic, and by this definition there is simply no type of game that we can make without being accused of cloning. Any by this definition every FPS game is a clone of Castle Wolfenstein/Doom. Genres are not copyrighted, they are not owned by anyone.
    Summary: Stop expecting local or non-local indie developers to create entirely new genres just to avoid clone accusations. Game development is hard as it is without extra nonsensical burden like this.

    2- There is no space for mistakes or bugs: Really? So Assassin Creed Unity comes out after 4 years of development by 800 industry pros and it is the 7th entry in the series with a huge production budget and it has these bugs:

    Which includes the falling through the ground bug among many others.

    It is not even just a one off thing, Battlefield 4, Drive Club, and many others had similar issues. And yet we are expected to not have any bugs in our products?
    Summary: Stop setting unrealistic expectations out of game developers in general, not just local ones.

    3- It is not good to develop a game on all platforms: Well, when we started we were exploring the market like any new company and the best way to do this is to craft one experience and see how it fares. It is not like we developed the game from scratch for every platform. It is because of this approach that we got featured by Apple and picked as editor’s choice (not something any new developer can get), used by Qualcomm to demonstrate thier Snapdragon process (Along with Asphalt 8!), featured by Ouya and nVidia Shield and even Sony across all their European PSN and even picked for PS Plus in Asia two months ago. So I would say it did pay off quite well. Do we have to do this for every product in the future? Not necessarily, but at least we have a much better understanding, recognition and connections in the market now than when we started. Ep2 of Unearthed is now targeting PC, PS4 and Xbox One for example just to bring out the best of the development team.

    Please don’t see this as reply as directed to you personally, but it is to the common local gaming community in general. Before asking local developers to mature and become better we need you to equally be mature and developed. We will give you a good reason to change your mind about local products in our coming productions. We need a success story and we will make it happen inshallah.


  6. I have been developing games for almost 12 years now, 8 of which were in the Middle East and sadly I reached the same conclusion 5 years ago.

    The numbers are good, but the fact of the matter is that it all comes back to consumer behaviour, historically in the Middle East we don’t really pay for our games, we don’t go out and seek them and really till this day we don’t have appreciation for them as a medium.

    Sure you might argue that there are exception to this, but those are the people that end up being developers themselves or keen enough to recognise that the quality of Arabic games isn’t worth the purchase.

    Because let’s face the facts, they are not. And it’s not just a matter of skill either, it stems from a complete lack of understanding of what makes a game tick, the fundamentals of game design.

    All the attempts so far are slapping Arab stereotypes to clones of existing games and expect them to magically work.

    The game doesn’t have to be about Arab people or culture
    The game doesn’t have to fall within an existing genre
    The game Must have a clear and defined art direction
    The game can convey our culture without shoving a very clear and wide message down our throught.

    Don’t get me wrong our culture does have amazing potential that should be shared with the world some how. That’s why it pains me to see games like Journey, assassins creed or uncharted 3 being made by none Arab developers

    Alas that is shared across all Arab entertainment, not enough thought and consideration has been put to the core as much as the execution.

    Who cares about what engine you’re making the game on if you don’t know what the game is? If you can’t paint, don’t bother buying the canvas.

    Sorry about he rant, but I guess this article woke up feelings that I had inside me too. Especially living overseas as well. Nice one Abdullah thanks for sharing, good to see your game on the top grossing chart in the US, ironic but still impressive 🙂


  7. I am going to talk about related issue : quality and content

    I will go strait forward and talk about game nomands. I think its not the players fault that they didn’t want to spend money on Nomand games, you kept advertising it as “Shawerma price” which is true, but I can get much more content for the same price.

    and dont get me wrong, they are good games but they are also game that you can have fun with for a short time, I think I played Atomic+ fot 1-2 hour and had fun with it, but I never opened the app again. I mean I have played more with free flash games(or free apps). in fact I played the same game online!

    your DATA doesn’t really say you cant sell games in GCC, what it really say is you cant sell these types of games in GCC. and by these types I mean games-I’d-play-for-an-hour-type, which wont sell outside of GCC either.

    for the same price, I bought Kingdom Rush on my phone, and I played +25 hours on my phone, and I would play more, but I am not really smartphone gamer. this is how I think as a consumer, I dont care about how much did it cost, or how much it “deserve”,there are thousands of games comes every month now, and I only pick 5 Indie Titles max, if your game can’t at least let me say to my friends: oh you gotta check this out! it probably wont sell at all.

    one more thing, I think targeting just local market is just wrong; the reason is really simple(among other reasons you said it yourself like consumers does not give a damn about language)…because you are (and we are) already in a global market! you cant get a small booth in the corner and shout :”hey people of KSA come check my stuff” while all other cool stuff are laying down there next to you. I mean you are selling your game on play store. gamers already have steam, and even if you actually open a local shop, you must compete with other local shops filled with international products. “local market” is already occupied by good international devs, and you have to compete with them, like it or not.

    of course you can compete with them by developing games that are culturally appealing to local market, things that internationals wont even understand(like local jokes or local famous characters) but you did not provide that either


  8. Ahmad Jadallah : first of all I’m really happy to see you here and reply on my post. Before I discuss what you said, I want to thank you very much and your company for the effort you do, and yes I know that developing a game is very very hard as I’m a game developer and I always say to anyone talks about Unearthed that I’m very happy and proud to see an Arabic game project like Unearthed.
    As I said above, the points I said wasn’t about Unearthed but they was a general points that in my opinion are important.

    1- About cloning: I didn’t say that Unearthed is a clone (it is not) and NO I’m not considering any FPS or Third-person shooter game to be clone for another one. I am just saying that most Arabic game developer tries to develop games which is like one game that was very popular in the time period they were developing in.

    2- About mistakes: I saw the bugs in Assassin Creed Unity and other games but that doesn’t mean that I can allow to myself to make these mistakes because they do. In addition, there are so many people who didn’t buy Assassin Creed Unity because of the bugs or at least delayed it so that is not good. And again I really KNOW that developing a game is very hard but, the user or the player wants a game that is playable without any bugs.

    3- I think you convinced me here. Maybe it is something personal that I see it is not comfortable to play FPS or Third-person shooter games with touch screen controls and I think that a mobile game controls should always be simple because a complicated control will lead the user to hate the game and not even try it.

    Finally, I always support local game development and I didn’t say and will not say that a local game is bad just because it is local. I consider myself as a game developer, I always practice in game jams and try my best to make good games so I will never be against local games or local developers, I’m one of them.

    By the way, I am looking forward to play Ep2 of Unearthed.
    Thank you for your reply.


  9. السلام عليكم ورحمة الله وبركاته
    تحية طيبة وبعد,,,,
    ترحب بكم أسرة التسويق بجامعة المدينة العالمية [MEDIU]، ويسعدها أن تقدم لكم تعريفًا موجزًا لجامعةالمدينة العالمية [MEDIU]:
    “جامعة المدينة العالمية إحدى الجامعات الرائدة في مدينة (شاه علم) بدولة ماليزيا، والتي تفوقت في جانب التقنية وكذلك في حقل التعليم العالي والدراسة الأكاديمية، وتتميز بأنها جامعة متعددة الثقافات والبرامج الدراسية.
    هي جامعة حافلة بالإنجازات التاريخية الملموسة، وتتميز فضلًا عن ذلك بما يلي:
    1- البنية التقنية الحديثة والخدمات المقدمة بها: موقع الجامعة “” – نظام عليم – المكتبة الرقمية الشاملة “” – مراكز خدمة العملاء – كوادر وكفاءات أكاديمية ماهرة.
    2- البرامج الدراسية المتنوعة والمعتمدة.
    3- التعليم عن بعد من خلال كلياتها المتعددة.
    4- المنهج الأكاديمي المحكم.
    5- برامج التطوير الشاملة للطلبة.
    6- خدمة تعليمية راقية برسوم منخفضة التكاليف”.
    وختامًا نشكركم جزيل الشكر لاطلاعكم على هذا التعريف الموجز للجامعة، متمنين لكم النجاح والتفوق، ومزيدًا من التقدم والازدهار.

    تحياتنا لكم
    فريق التسويق بجامعة المدينة العالمية بماليزيا


  10. السلام عليكم ورحمة الله وبركاته
    تحية طيبة وبعد ,,,,

    يسعدنا بداية أن نهديكم أصالة عن أنفسنا، ونيابة عن جامعة المدينة العالمية [MEDIU] أرق التحية وأطيب الأمنيات لكم بدوام التقدم والإزدهار، مقرونة بصادق الدعوات لكم بالمزيد من التوفيق والتطور والنماء.
    جامعة المدينة العالمية [MEDIU] ماليزيا:
    “جامعة المدينة العالمية [MEDIU] ماليزيا” هي إحدى الجامعات الرائدة في دولة ماليزيا، والتي امتازت بالتفوق والتميز في مجالات التقنية والتعليم العالي، و “جامعة المدينة العالمية [MEDIU]” هي جامعة متعددة الثقافات والمجالات الدراسية ويقع مقرها الإداري الرئيسى في مدينة شاه علم بماليزيا ، وإليكم تاريخ موجز:
    1.    تأسست “جامعة المدينة العالمية [MEDIU]” مطلع عام 2004م بالمدينة المنورة.
    2.    في تاريخ 19/يوليو/ 2006م حصلت الجامعة على دعوة من وزارة التعليم العالي الماليزية لإنشاء مركز الجامعة بدولة ماليزيا .
    3.    بتاريخ 20/يوليو/2007م، حصلت الجامعة على الترخيص الكامل من وزارة التعليم العالي الماليزية لتكون أول جامعة عالمية ماليزية تنتهج منهجي التعليم – نظام التعليم المباشر في المقر الجامعي بماليزيا – نظام التعليم عن بعد (عبر التعليم الالكتروني) وتستهدف الطلاب من شتى أنحاء العالم.
    4.    في مطلع شهر فبراير من العام 2008م بدأت الجامعة أعمال التشغيل الكامل وإستقبال الطلاب .
    5.    إلتحق بالجامعة إلى مطلع العام 2009م زهاء [1500] طالب وطالبة من دول مختلفة، في حين زاد عدد طلبات الإلتحاق المقدمة إلى الجامعة عن [3000] طلب إلتحاق.
    6.    اوائل /2009 م.  طرحت الجامعة اكثر من (24)برنامجا أكاديميا معتمدا من قبل هيئة الاعتماد الأكاديمي ووزارة التعليم العالي الماليزية في كلياتها, واكثر من (34) دورة معتمدة في اللغتين العربية والإنجليزية بمركز اللغات .
    7.    أوائل 2009 م.  تنوعت مستويات البرامج الدراسية في الجامعة لتشمل إيجاد مراحل : المستوى التمهيدي للمرحلة ماقبل الجامعية , الدبلوم , درجة البكالوريوس ، الدراسات العليا , دورات التأهيل اللغوي .
    8.    أواسط 2009 م.  بلغ عدد الطلبة الذين تم تسجيلهم في الجامعة اكثر من (4701) طالب وطالبة من اكثر من ( 40 ) جنسية حول العالم .
    9.    الربع الثالث لسنة 2009 م.   اجتازت جامعة المدينة العالمية  [MEDIU] بنجاح التفتيش المؤسسي الذي عقدته وزارة التعليم العالي الماليزية للتأكد من الجودة الأكاديمية والإدارية للجامعة .
    10. نهاية عام 2009 م.   زاد عدد طلبات الإلتحاق الوارده الى الجامعه عن ( 6508 ) طلب من اكثر من (60) دولة حول العالم , فيما زاد عدد الطلبة المسجلين في الجامعة عن ( 2482 ) .
    11. نهاية عام 2009 م.   انتهت الجامعة من تقديم (10) برامج دراسية جديدة لإعتمادها من قبل هيئة الإعتماد الماليزي في مراحل الدراسات العليا .
    12. نهاية عام 2009 م.    بدأت جامعة المدينة العالمية الاجراءات التأسيسية للبدء بالتعليم الجامعي المباشر في تخصصات علمية وتطبيقية جديدة شملت علوم الحاسب الآلي , والعلوم المالية والإدارية , والهندسة والتي تعتزم أن يتم البدء بها منتصف العام 2010 م .
    13. أوائل عام 2010 م.   زاد عدد الطلبة المنتسبين في الجامعة الى (3057 ) طالب من مختلف دول العالم  , من بداية موسم 2010 .
    14. نهاية عام 2010 م.    بلغ عدد طلبات الإلتحاق الواردة الى الجامعة لنظام التعليم المباشر قرابة (511) بلغ عدد المسجلين أكثر من (154) طالباً .
    15. أوائل عام 2011 م.    زاد عدد طلبات الإلتحاق الواردة إلى الجامعة لنظام التعليم المباشر قرابة (2312) وبلغ عدد المسجلين أكثر من (362) .
    16. أوائل عام2011 م.   إدراج  برامج جامعة المدينة العالمية الحاصلة على الإعتماد الأكاديمي الكامل لأربعة برامج دراسات عليا في كلية العلوم الاسلامية  ضمن قائمة المؤهلات المعترف بها من قبل هيئة الخدمة المدنية بماليزيا .
    17. نهاية عام 2011 م.  تم تخريج الدفعه الأولى من طلبة جامعة المدينة العالمية في مرحلة برامج الماجستير والبكالوريوس وعددهم (84) طالبا وطالبة لدرجة البكالوريوس, و(27) طالبا وطلبة  لدرجة الماجستير .
    ماذا يميز جامعة المدينة العالمية [MEDIU] ؟
    أولاً: التقنية العالية والتسهيلات الحديثة: إن البنية التقنية لجامعة المدينة العالمية معدة لتلاءم أفضل المواصفات العصرية في مجال التعليم الالكتروني والتعليم عن بعد، وتشمل تلك البنية التحتية الأمور الآتية :


  11. فيما يلي الخدمات التي تقدمها الجامعة لطلاب التعليم المباشر بمقر الجامعة بماليزيا :
    1.    تأمين تأشيرات الدراسة في ماليزيا لطلبة التعليم المباشر.
    2.    استقبال الطالب بالمطار عند قدومه لأول مرة إلى ماليزيا.
    3.    مساعدة الطالب للحصول على السكن المناسب عند رغبته في ذلك، نظرًا لعدم توافر سكن تابع للجامعة حاليًا.
    4.    القيام بإجراءات الحصول على اللاصقة (الإقامة) للطالب بعد وصوله إلى ماليزيا.
    5.    تجديد تأشيرة الطلاب (الإقامة) سنويًا.
    6.يقدر الطالب علي ارسال دعوة مرافق له (الزوجة .الابن.الاخ .الام .الاخت .الخ .
    7.    تقديم الأنشطة اللاصفية المختلفة مثل (المسابقات، الندوات، الأنشطة الدينية والثقافية والاجتماعية والرياضية وغيرها).
    8.    الاستفادة من المكتبة الورقية المتوفرة بالجامعة إضافة إلى المكتبة الإلكترونية.
    9.    توفير معامل الحاسب الآلي للبحث العلمي، والشبكة اللاسلكية (واي فاي) في الحرم الجامعي.
    10.    تقديم التوجيهات للطلاب الجدد لينسجموا مع الحياة العلمية والاجتماعية بماليزيا.
    11.           تقديم الاستشارات الأكاديمية للطلاب.
    12.           إصدار التأمين الصحي للطلاب.

    تحياتنا جامعة المدينة العالمية بماليزيا


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