Games - Africa

  • Africa
  • Revenue in the Games market in Africa is projected to reach US$12,450.00m in 2024.
  • Revenue in the region is expected to show an annual growth rate (CAGR 2024-2029) of 9.37%, resulting in a projected market volume of US$19,480.00m by 2029.
  • In global comparison, most revenue will be generated United States, which is projected to reach US$128.10bn in 2024.
  • In the Games market, the number of users in Africa is expected to amount to 419.2m users by 2029.
  • User penetration in Africa will be 25.9% in 2024 and is expected to hit 28.9% by 2029.
  • The average revenue per user (ARPU) in the African market is expected to amount to [arpu_firstmarket_yeartoday].
  • In Africa, the gaming sector is rapidly evolving, with increased mobile accessibility driving engagement and fostering a burgeoning community of gamers.

Key regions: United Kingdom, Germany, India, United States, South Korea

 
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Analyst Opinion

The Games market in Africa has been experiencing significant growth in recent years, driven by a combination of factors such as increasing internet penetration, rising disposable incomes, and a growing young population. Customer preferences in the African Games market have been shifting towards mobile gaming, which is becoming increasingly popular due to its accessibility and affordability. Mobile gaming allows users to play games on their smartphones, eliminating the need for expensive gaming consoles or PCs. This has made gaming more accessible to a larger portion of the population, including those in rural areas with limited access to traditional gaming platforms. Additionally, the popularity of social gaming has been on the rise, as it allows users to connect and compete with friends and other players online. Trends in the African Games market reflect the growing interest in mobile gaming. Mobile game downloads and revenue have been increasing steadily, with a wide variety of games available across different genres. The rise of local game developers and studios has also contributed to the growth of the market, as they create games that are tailored to the preferences and cultural nuances of the African audience. This localization of content helps to attract and engage users, leading to higher levels of player retention and monetization. Local special circumstances in Africa, such as limited access to stable internet connections and high data costs, have presented challenges to the growth of the Games market. However, the increasing availability of affordable smartphones and the expansion of 4G networks are helping to overcome these barriers. Game developers are also adapting their games to be more data-friendly, optimizing them for lower data consumption without compromising on the gaming experience. In addition, partnerships between mobile network operators and game developers have led to the introduction of data bundles specifically for gaming, making it more affordable for users to access and enjoy their favorite games. Underlying macroeconomic factors, such as rising disposable incomes and a growing middle class, have played a significant role in the development of the Games market in Africa. As more people are able to afford smartphones and data plans, the potential customer base for mobile gaming expands. Furthermore, the young population in Africa, with a high proportion of individuals under the age of 30, has a strong affinity for gaming and contributes to the growing demand for games. This demographic trend is expected to continue in the coming years, further fueling the growth of the Games market in Africa. Overall, the Games market in Africa is experiencing rapid growth, driven by customer preferences for mobile gaming, local special circumstances that are being addressed, and underlying macroeconomic factors. As the market continues to evolve and mature, there are significant opportunities for game developers and investors to capitalize on the growing demand for games in Africa.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

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
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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