Games - Central Africa

  • Central Africa
  • In Central Africa, revenue in the Games market is projected to reach US$1,130.00m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 11.10%, leading to a projected market volume of US$1,913.00m by 2029.
  • In a global context, the highest revenue will be generated United States, amounting to US$128.10bn in 2024.
  • Within the Games market in Central Africa, the number of users is anticipated to reach 19.5m users by 2029.
  • User penetration in Central Africa will be 16.5% in 2024 and is expected to increase to 17.7% by 2029.
  • The average revenue per user (ARPU) is projected to amount to [arpu_firstmarket_yeartoday].
  • In Central Africa, the gaming industry is experiencing significant growth as local developers increasingly create culturally relevant content that resonates with regional audiences.

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

 
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Analyst Opinion

The Games market in Central Africa has been experiencing significant growth in recent years, driven by changing customer preferences and the increasing availability of gaming platforms. Customer preferences in Central Africa have shifted towards digital gaming, with a growing number of consumers opting for mobile and online gaming platforms. This trend can be attributed to several factors, including the increasing affordability and accessibility of smartphones, as well as the convenience of playing games on-the-go. Additionally, the younger population in Central Africa has shown a strong affinity for gaming, further driving the demand for digital gaming platforms. In terms of trends in the market, the rise of mobile gaming has been particularly prominent in Central Africa. Mobile games have gained popularity due to their ease of access and low cost compared to traditional gaming consoles. This trend is expected to continue as smartphone penetration rates increase and mobile data becomes more affordable. Furthermore, the emergence of cloud gaming platforms has also contributed to the growth of the market, allowing gamers to stream high-quality games without the need for expensive hardware. Local special circumstances in Central Africa have also played a role in the development of the Games market. The region has a vibrant gaming community, with many local game developers and studios creating content specifically tailored to the Central African market. This localization of games has resonated well with consumers, who appreciate seeing their own culture and experiences represented in the games they play. Additionally, the rise of esports has also gained traction in Central Africa, with local tournaments and events attracting a dedicated fan base. Underlying macroeconomic factors have also contributed to the growth of the Games market in Central Africa. Economic growth in the region has led to an increase in disposable income, allowing consumers to spend more on leisure activities such as gaming. Furthermore, improvements in internet infrastructure and connectivity have made online gaming more accessible to a larger population. As a result, the market has seen a surge in demand for gaming products and services. In conclusion, the Games market in Central Africa is experiencing significant growth due to changing customer preferences, the rise of mobile gaming, local special circumstances, and underlying macroeconomic factors. As the region continues to develop and technology becomes more accessible, the market is expected to expand further, presenting opportunities for both local and international gaming companies.

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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