Download Games - Central Africa

  • Central Africa
  • In Central Africa, revenue in the Download Games market market is projected to reach US$60.93m in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 9.79%, leading to a projected market volume of US$97.20m by 2029.
  • The number of users in the Download Games market market in Central Africa is anticipated to reach 12.5m users by 2029.
  • User penetration in Central Africa will be 9.5% in 2024 and is expected to increase to 11.3% by 2029.
  • In a global context, the majority of revenue will be generated the United States, amounting to US$5,054.00m in 2024.
  • The average revenue per user (ARPU) in the Download Games market market in Central Africa is projected to be US$6.63 in 2024.
  • In Central Africa, the rising internet accessibility is significantly enhancing the popularity and consumption of download games among the youth demographic.

Key regions: India, Japan, China, Europe, France

 
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Analyst Opinion

The Download Games market in Central Africa is experiencing significant growth and development. Customer preferences in the region are driving the expansion of the Download Games market. With the increasing availability and affordability of smartphones and internet access, more people in Central Africa are turning to mobile gaming as a form of entertainment. The convenience of downloading games directly onto their devices allows users to access a wide variety of games at their fingertips. Additionally, the popularity of multiplayer and online gaming has contributed to the growth of the Download Games market, as users can connect and compete with other players from around the world. Trends in the market show a shift towards free-to-play games with in-app purchases. This business model allows users to download and play games for free, while offering optional in-app purchases to enhance their gaming experience. This trend is driven by the desire to attract a larger user base and generate revenue through microtransactions. Developers are increasingly focusing on creating engaging and addictive gameplay mechanics to encourage players to make in-app purchases. Local special circumstances in Central Africa also contribute to the development of the Download Games market. Limited access to traditional forms of entertainment such as movie theaters and amusement parks has led to a greater reliance on digital entertainment options. Download Games provide a convenient and accessible form of entertainment that can be enjoyed from the comfort of one's own home. Additionally, the relatively low cost of mobile data and the increasing availability of affordable smartphones make downloading games a viable option for a larger portion of the population. Underlying macroeconomic factors further support the growth of the Download Games market in Central Africa. The region is experiencing rapid urbanization and a growing middle class, resulting in increased disposable income and purchasing power. As a result, more people are able to afford smartphones and internet access, driving the demand for mobile gaming. Furthermore, improvements in internet infrastructure and connectivity have made downloading games faster and more reliable, further fueling the growth of the market. In conclusion, the Download Games market in Central Africa is developing due to customer preferences, including the increasing availability and affordability of smartphones and internet access. The trend towards free-to-play games with in-app purchases, local special circumstances such as limited access to traditional forms of entertainment, and underlying macroeconomic factors such as rapid urbanization and improved internet infrastructure all contribute to the growth and expansion of the market.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. 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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