Games - Cameroon

  • Cameroon
  • In Cameroon, revenue in the Games market is projected to reach US$243.40m in 2024.
  • Revenue is anticipated to exhibit an annual growth rate (CAGR 2024-2029) of 11.04%, leading to a projected market volume of US$410.80m by 2029.
  • In a global context, the majority of revenue will be generated United States, which is expected to reach US$128.10bn in 2024.
  • In the Games market withCameroon, the number of users is expected to amount to 7.1m users by 2029.
  • User penetration in Cameroon will be 18.7% in 2024, with expectations to rise to 21.4% by 2029.
  • The average revenue per user (ARPU) is expected to amount to [arpu_firstmarket_yeartoday].
  • In Cameroon, the Games in the Media market is witnessing a surge in mobile gaming popularity, driven by increasing smartphone accessibility and youthful demographics.

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

 
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Analyst Opinion

The Games market in Cameroon has been experiencing significant growth in recent years, driven by changing customer preferences, emerging trends in the market, and local special circumstances. Customer preferences in the Games market in Cameroon have shifted towards mobile gaming and online multiplayer games. This can be attributed to the increasing availability of affordable smartphones and improved internet connectivity in the country. Mobile gaming offers convenience and accessibility, allowing gamers to play anytime and anywhere. Online multiplayer games have also gained popularity, as they provide social interaction and competition among players. Trends in the market indicate a rise in the demand for localized games in Cameroon. Game developers are recognizing the importance of catering to the local culture and preferences of Cameroonian gamers. This includes incorporating local languages, themes, and characters into the games. Additionally, there is a growing interest in educational and skill-based games, as parents and educators recognize the potential of gaming as a learning tool. Local special circumstances in Cameroon have contributed to the development of the Games market. The country has a young population, with a significant percentage of the population under the age of 30. This demographic group is a key target market for the gaming industry, as they are more likely to engage in gaming activities. Furthermore, the rising middle class in Cameroon has increased disposable incomes, allowing more individuals to afford gaming devices and accessories. Underlying macroeconomic factors also play a role in the growth of the Games market in Cameroon. The country has experienced steady economic growth in recent years, leading to an increase in consumer spending. This has created a larger market for gaming products and services. Additionally, the government has been supportive of the digital entertainment industry, providing incentives and infrastructure to attract game developers and investors. In conclusion, the Games market in Cameroon is developing rapidly due to changing customer preferences, emerging trends, local special circumstances, and underlying macroeconomic factors. Mobile gaming and online multiplayer games are gaining popularity, while localized and educational games are also in demand. The young population, rising middle class, and favorable economic conditions contribute to the growth of the market. With continued investment and innovation, the Games market in Cameroon is expected to expand further in the coming years.

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
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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