Esports - Africa

  • Africa
  • In Africa, revenue in the Esports market is projected to reach US$60.0m in 2024.
  • The revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 6.77%, leading to a projected market volume of US$83.3m by 2029.
  • The largest market within the Esports market in Africa is Esports Betting, which is anticipated to have a market volume of US$34.4m in 2024.
  • Although most revenue is generated the United States with a projected market volume of US$1,070.0m in 2024, in Africa is also experiencing growth in this sector.
  • In the Esports market in Africa, the number of users is expected to reach 50.5m users by 2029.
  • User penetration in Africa will be 7.9% in 2024 and is expected to increase to 9.2% by 2029.
  • The average revenue per user (ARPU) in Africa is expected to be US$1.53.
  • The burgeoning esports scene in South Africa is attracting significant investment, highlighting the nation's potential as a leading hub for competitive gaming in Africa.

Key regions: China, United States, Asia, Germany, France

 
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Analyst Opinion

The eSports market in Africa has seen a steady growth rate, driven by factors such as increasing popularity of online gaming, rising interest among consumers, and the convenience of participating in tournaments from anywhere. However, challenges such as limited infrastructure and access to technology may be impacting the market's growth potential.

Customer preferences:
With the rise of internet access and technology adoption in Africa, there has been a growing interest in eSports among young consumers. This trend is fueled by the desire for social connection and entertainment, as well as the potential for lucrative professional opportunities. Additionally, the increasing availability of affordable smartphones and internet connectivity has made it easier for individuals to participate in online gaming and follow eSports events. This shift towards digital entertainment and competition is likely to continue as the region continues to embrace technology and connectivity.

Trends in the market:
In Africa, the eSports market is experiencing a surge in mobile gaming, with a growing number of players accessing games through their smartphones. This trend is significant as it allows for more widespread participation in eSports, particularly in rural areas where access to traditional gaming platforms may be limited. Additionally, the rise of mobile gaming presents opportunities for industry stakeholders to tap into a market with a large and diverse population. Furthermore, the increasing popularity of mobile gaming in Africa has implications for the development of gaming infrastructure and the potential for partnerships between mobile providers and eSports organizations.

Local special circumstances:
In Africa, the eSports market is seeing rapid growth due to the continent's high youth population and increasing access to technology. However, challenges such as limited internet infrastructure and low disposable income levels have hindered its full potential. To overcome these hurdles, local companies are adapting to the unique cultural preferences and investing in grassroots development programs. Additionally, government support through tax incentives and partnerships with international organizations is helping to drive the market forward.

Underlying macroeconomic factors:
The growth of the eSports market in Africa is influenced by macroeconomic factors such as technological advancements, government support, and investment in digital infrastructure. Countries with favorable regulatory environments and strong investment in eSports infrastructure are experiencing faster market growth compared to regions with regulatory challenges and limited funding for digital technologies. Additionally, the increasing popularity of gaming and the rise of a young, tech-savvy population in Africa are driving the demand for eSports, making it a lucrative market for businesses and investors alike.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Esports market, which comprises revenues from and users of professional competitive gaming content. This includes any professional and semiprofessional gaming competitions within tournaments or leagues that offer a championship title or prize money. All figures are based on net revenues and exclude agency commissions, rebates, and production costs.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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